JavaScript is required to use Bungie.net

Forums

Edited by Ruin Wings: 10/26/2018 10:30:07 AM
10
The throwing hammer is already a decently strong ability. You can't buff it very much without making it insane. Though I agree with the marker and increased pickup radius. However instant health regen and hammer-pull on kill is kind of silly and the explosion I can see but it could easily become ridiculous with certain exotic synergies. Equip the dune marchers if you want crowd control on your hammer. Or just use your grenade. Not to sound rude. As for the super I agree with what you said about the slam. But you're way off base about the spin attack changes. First of all bungie isn't going to completely scrap this move and make a new animation from scratch. That's never going to happen it's a pipedream. Secondly the spin DOES provide a mobility boost that's very useful and raises the super's skill ceiling a lot. However it is true that the super gets shut down by well timed jumps and the spin's bad tracking + janky hitbox + requiring 3 or more hits means you can't challenge them in the air at all. I suggest instead of scrapping the spin we change the way the hitbox works so that the final hit has a HUMONGOUS powerful hitbox capable of 1 shotting a guardian AND we increase the tracking. This way we can still have the chaining spin be multi-hit but ALSO have the spin function as a more consistent single target attack.
English

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • The cost of super energy the spin is at is a little too much for it's actual worth. The only reason I suggested a Suncharge-like move to replace it was because I loved Suncharge in D1 and I felt it would be fitting for it to be part of the super. There are many ways to improve the spin move and I picked one I liked and was going for the long shot. I do like your suggestion though.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • I also love suncharge and I also agree the spin costs too much super energy. I was thinking about this since I replied but having the chain-spin shoot out embers when roaring flames is active would be a nice flavorful and flashy way to make it more useful.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by thesith411: 10/27/2018 3:27:09 AM
    Depending on how they'd have the embers implemented, that could be good. However, embers have a delayed explosion with short range and could be easily dodged if the enemy is in the air, along with only being able to spin once while in air (I hate that mechanic). Also, what about the times you don't have Roaring Flame active? No one wants to be stuck with a crappy move chasing jumping enemies, wating your super. [b]New Suggestion[/b] At least your idea of having the final hit doing enough damage to kill a normal guardian + Suncharge + spin move. It may sound like a lot, but hear me out. First ([b]1[/b]), you activate it, where it'll cost as much as or a little bit less than the spin does now. Second ([b]2[/b]), you're propelled forward or toward a locked-on nearby enemy in a reasonable range (Suncharge range). Third ([b]3[/b]), you're spinning while being boosted forward. Fourth([b]4[/b]), the final hit in the animation does enough damage to kill normal health guardians. This would counter in-air targets with its lock-on and tracking, allow the super to kill a close normal-health guardian in one hit (as a melee super should), give better mobility, have reasonable range, live up to the tree's title of "Devastator", and not require new animations.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • twerks for me. the embers idea wasn't *instead of* all the other stuff. it was just to give the spin some better crowd control capabilities to make it, ya know, a move that has a use. because the chain spin still doesn't have much of a purpose.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • In addition to my suggestion, I'd say keep the chaining mechanic in. Regarding the embers, that could work well with the slam move. Overall, these 2 things wouldn't be needed but it'd be nice to have them.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • In addition to my suggestion, I'd say keep the chaining mechanic in. Regarding the embers, that could work well with the slam move. Overall, these 2 things wouldn't be needed but it'd be nice to have them.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • If you're going to make a hammer recall ability it would need to not be instant. Hold *your melee bind here* to call your hammer back. It'll take a couple seconds and you can't shoot, sprint, or boost during this time. Similar to how warlocks charge their grenades.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • I was already assuming the hammer recall would work like that. Kind of like Voidwalker's melees that you can charge or hold.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • I would love to just listen to various walls of doctor strange's house being destroyed by the hammer I was calling back😂.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Overall Code of the Devastator does have issues especially in pvp. But it's still pretty underrated and capable. It just needs a few minor tweaks for consistency and quality of life changes. It doesn't need an overhaul.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon