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Destiny 2

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Editado por ChrjstheShadow: 7/31/2020 11:49:32 AM
63

Nova Warp Class Should Be Buffed

For the super [spoiler] -The super is the only one that is forced to charge an attack to land a guaranteed kill on a guardian not in its super -Charging your blasts makes you slower than the normal running speed of a guardian and the blast radius is not large enough to not allow guardians to run out of the range during the charge -it takes longer to charge a blast than it does most supers to use two light attacks and yet both require two attacks to secure a kill. -Despite being a close range super like stormcaller and fists of havoc, Nova Warp has the armor class of a ranged super like Dawnblade [/spoiler] For the neutral game[spoiler] -Handheld supernova has the worst drawbacks of all ohko abilities, having the slowest start up, close to shortest range, most self risk and lowest return rate -The nerfs to charge time and holding time it has received fly in the face of its central use when the charging aspect makes it difficult to push with, the loud charging sound along with slow charging time makes it difficult to surprise with, the short holding time makes it impossible to camp with and the charge time is longer than just about every weapon effective at close to medium range takes to kill, even through contraverse hold -self damage on a grenade that cannot exceed shotgun range and has such unforgiving charge times and holding times is exceptionally punishing and often leads to trades or one sided self defeats -Major consistency issues in both the melee and grenade where the melee will sometimes not proc on death, nor will it activate its pushing effect on occasion even when alive. Meanwhile handheld has serious issues with consistency when crossing any elevation change, making it a nightmare in air, and even putting the elevation aside there are times where the handheld will make direct contact at optimal range but show no damage. [/spoiler] The most unfortunate part about this class is honestly that after all its nerfs, it’s still a class that feels fun. The melee and handheld feel powerful, but I just can’t rely on either in an engagement. The super is cool and fluid and avoids the consistency issues that appear on other roaming warlock supers like dawnblade, but its just not competitive. So at best I can say the neutral game is powerful but not consistent and the super is consistent, but consistently bad.

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