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11/9/2024 6:20:43 PM
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MYXYN

I think arc and stasis lack any sort of role or team utility, specifically regarding boss fights

This is coming from the perspective of a mostly raid and dungeon player. Specifically regarding boss fights, I find that arc and stasis really don’t have much of a place. Stasis has tons of utility that can help their team out a lot. That is, until you find yourself up against any enemy that can’t be slowed or frozen. As soon as you come up against an enemy that is immune to cc stasis loses almost all of its utility. The subclass is immediately reduced to how much damage can this class do, and in stasis’ case it’s really not much. Arc overall just kind of lacks keywords. Amplified is pretty much a non factor in pve, besides some occasional artifact mods. Jolt is great for add clear but that’s about it. Blind is similar to freeze where it’s extremely powerful against regular foes, but as soon as it’s up against an enemy that can’t be cc’d it loses all of its utility. This is especially prevalent in any boss fight scenario, I can’t help but feel like it would be better to swap to a second or third solar/ void subclass to increase radiant or weaken uptime. Arc and stasis mostly provide very little in these scenarios. Now I don’t want stasis to be able to freeze a boss or anything but I think implementing some more team wide uitllily for these 2 subclasses would go a long way. When I think of each class’ role in a team boss fight scenario, that’s isn’t simply just how much damage they can do, I think of the following; ◦ Solar has radiant and lots of healing capabilities ◦ Void has weaken has lots of defensive abilities like overshield ◦ Strand, even though It is a bit more niche, has sever. Which is an extremely powerful effect. ◦ Arc has arc souls and while amplified does provide a handling benefit, I personally don’t think it’s impactful enough ◦ Stasis has some nice damage reduction techniques it can use, but freeze doesn’t do much against bosses and slow does nothing. Solar and void, at the moment, provide pretty much anything you could need for a boss damage scenario. Giving arc and stasis really no room to breathe. If I were to develop a team niche for arc and stasis I would do the following; I would want arc to lean more into the speed aspect. Faster move speed, faster reloads and faster ability regen. I want arc to be the team wide ability regeneration element. I would accomplish this with a new verb called ionize. An ionized target would release ionic traces as they are further damaged, every on the team can damage this target for their own ionic traces. This verb would allow a new niche for arc that helps their team get their abilities back a bit faster. While on the subject of arc, I think amplified needs some tangible benefit for pve. Hunters now have 2 ways that you can amplify your entire team, but doing so doesn’t really provide any real benefit to your team. I personally don’t want amplified to be turned into a survivability verb. I think a lot of people really underestimate how long you can be amplified for and how easy it is to maintain. Attaching 30% dr to amplified would basically equate to 30% dr at all times. (Note: I do agree that arc needs something to help with its survivability, but, that’s for another discussion) Considering how much uptime amplified actually has, a somewhat weaker effect is warranted. An increase to reload speed intrinsically attached to amplified could significantly increase its viability. I would say it should be a pretty substantial increase, maybe not on the levels of lunafaction boots reload speed, but it should still be high. Now onto stasis, I would want stasis to be the subclass that can increase your teams ability damage. I would attach this ability to shattering an enemy. Let’s say, “ shattering an enemy will increase the amount of damage they take from non-stasis abilities. I don’t want stasis to immediately become a high damage dealing subclass, but if you were able to help your team deal bonus damage with their abilities, stasis would have a place in a dps scenario. You could also have different levels of a debuff be applied based on what you shatter an enemy with. Super based shatters could be 30% and weapon based/basic ability shatters could be 15%. It seems like bungie could be looking to something similar. The artifact mod , conductive cosmic crystal, increases your void and arc ability damage against stasis debuffed targets. Also when a target is frozen, the damage instance that breaks them out of the freeze deals more damage. The philosophy is there, I would just want to push it further in that direction. I think these changes could really help stasis and arc out. This could help define their role in pve and carve out stronger niches for these two subclasses. Let me know why you think. TLDR: stasis and arc basically have no team utility or use case in a boss damage scenario, or really any scenario where you can’t crowd control an enemy. Stasis could increase non-stasis ability damage after shattering an enemy. Arc could get a new keyword called ionize, which would release ionic traces for your team. Amplified could also be buffed to increase reload speed intrinsically.

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