Unfortunately by the nature of it's super bladedancer just isn't going to be good in most raids outside of Crota's End and there's not much you can do about it without massively changing everything. That said, buffing shadowjack would probably help, but if you increased the duration that could get pretty ridiculous in PvP. Maybe you could add a PvE damage modifier when invisible, or perhaps buff the duration with Don't Touch Me, that shouldn't make a huge difference in PvP.
Regardless, it's still quite viable in strikes for speedruns and the buff to PvE damage made arc blade surprisingly effective at cleaning out packs of majors, like those annoying arc-shielded minotaurs at the top of the stairs in Undying Mind. So it's not useless, but definitely better for PvP.
English
-
Edited by eternalazhrei: 1/25/2017 8:23:26 PMI did also outline making the damage multipliers different for Improved Shadowjack like they did during the hunter nerf, which should help keep it under control in PVP. It would also means Bladedancers weren't running Fleetfooted or Quickdraw, so they'd have a slower build with a reason to run invisibility (which regularly is easy to see coming and isn't used often). Bladedancers running invisible in the crucible would be back to even ground on fire fights, and would depend more on ability kills for success. They'd have to be sneakier, which is difficult with an opponent's radar. However it would be a fun new playstyle, and people who did it well could do it... well, well. And it would mean Arcblade would be easier to damage bosses with as well. I'm picturing a Bladedancer pulling a Vanish super and running up to Valus Ta'aurc, slashing him, and running/slashing away before being stomped. Then they pull invisibility again and repeat. It would work sort of like a person trying to stomp on a flying wasp, and in this situation, the Guardian is the wasp. The problem with doing this now is that you get the damage from every other slash so it's not much damage (especially compared to a Striker super on Ta'aurc as that's the only other one for which you have to get as close). With doubled ability damage from improved shadowjack you'd get an even amount of damage by doing twice as much damage on every other swing. Then you wouldn't have to rework the entire subclass. Know what? I'm going to run Valus Ta'aurc tonight and take a capture of the method I'm talking about, to use as an example.