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Edited by oz_realrio: 2/23/2016 12:35:05 AM
258

Stormcallers need to get out of the shadows and admit they are op as hell.

What they really should had nerfed was the Stormcallers. You have to admit, they are op as -blam!-. They kill three enemies at once, and has a large range. Takes to hammers to kill them and by the time u recharge, u are dead. Sunbreakers were the victims.
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#Destiny #Classes

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  • Best is when they kill you and then you respawn and get killed again lol

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  • Yeahhhhhh

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  • Just use shadowshot with the black hole perk as soon as they start their super. Problem solved.

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  • You must be dumb. It takes 1 hammer to kill a stormcaller, you are just bad

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  • I play all 3 characters and all 9 subclasses. I'll say the only thing OP about the storm caller is the transcendence perk. If you wait to pop your super until you have full melee and grenade charges, your super lasts like twice as long. On memento I was able to go from one spawn to the other and I got 8 total kills with my super! That is way to much time and range for and 1 super.

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    • Well they could if they weren't getting...*puts on sunglasses* SHADOWshot YEEEEEAAAAAAAAAAHHHHHHH!!!

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    • Stormcallers aren't OP. Sure, I can get 6+ kills with my super sometimes, but savvy players will quickly shut me down. The Iron Banner clash, for example, is terrible for Stormcallers. The other team is too spread out and or far way for the super to matter. I'm better off using Voidwalker and its axion bolts to root out campers.

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      • Blade dancer and stormcaller 1v1 in their supers, who wins? I'm honestly asking cause I haven't played in months, I'd assume that the stormcaller would win cause it has range advantage, however the blade dancer should win should he/she outplay or close the distance with a 1hko with arc blade. If the stormcaller wins everytime, plus much longer super time, it completely nullifies arc blade as a super, that warrants a slight tweak to both classes

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        • https://www.bungie.net/en/Forum/Post/184007169/0/0

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        • Stormcallers are fine. After first really playing them competitively I thought they were a bit too good. However, after giving them some time I've come to the conclusion that they're right where they should be. The only Warlock class that I think needs a look is the Sunsingers class. Damage over time in an FPS is ridiculous

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        • Not....really? When I saw the stormcaller tree I thought it was stupid that the melee would be extended FURTHER. I thought that was stupid. But the super runs out really damn quick if you're not using transcendence. Which sucks because I like using the pulse wave perk. It makes you run and reload faster when you have taken critical damage. But then when using transcendence the super I think lasts TOO long. Then there's the speed. You move pretty damn slow without Ionic blink. So immediately you want to use that perk. And if you want landfall well use an exotic on that. The neutral game is terrible. You have arcbolt grenades that have been nerfed to oblivion (as per usual by bungo) that no one uses them. Hunters moved on to skip grenades. And warlocks primarily use that grenade that's like a little lightning storm but I swear that grenade as RNG to it because getting a kill with it is like getting an exotic drop. There's nothing spectacular about the stormcaller subclass. Just sit and think about it.

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        • with out ionic blink and transcendence stormcallers are slow noisy, and squishy -voidwalker main

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        • *nerfs fusion rifles*

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          • With the super, sometimes you can get a lot of kills in a game, but it's also a super that is easy to shut down, especially against more experienced players. If a couple guys don't panic, you can team shot them down quick. So to the super is really hit or miss. It works best in a 6v6 game mode where you can catch a team off guard. The rest of the subclass is mediocre at best. Average grenades, bad mobility and armor. Has a good melee but that's not going to have that much effect on your game.

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          • Id agree that it needs a nerf but doing so would ruin it for pve which i think if nerfed it'll be a meh use ald all you'll here again is "use sunsinger"

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          • Stormcallers are very squishy and die within one hammer

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            • Edited by O_Town_Racer: 2/24/2016 3:39:47 PM
              I would if they were not so easy to defeat. Unlike other supers, you get no appreciable invulnerability. I've been killed/shut down by shotguns, snipers, golden guns, flaming hammers, shadow shots, and fists of panic. Any super stopped so easily is not OP. Now when you catch a bunch of enemies off guard, well, that's your own fault. Listen for our electrical crackle and be prepared. I would equate the Storm Caller's effectiveness to that of a Blade Dancer.

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            • Lol when TTK first released no one gave Stormtrance a second glance. I remember reading it was considered the weakest of the new supers based on opinions here. Now all of a sudden it's OP? Get a grip, coming from a Hunter main. Stormtrance is fine.

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            • You say this, but home many storm callers do you see in trials?

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              • Year 1: Bladedancers are OP! *nerfed* Late Year 1: Golden gun and blade dancer and Fist of panic and Self Revive are op! Year 2: Sunbreakers are OP *nerfed* Mid year 2: Stormtrance is OP! See a trend? What's gonna be OP next after you shit on the only decent class warlocks have had...???

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                • I thought we knew this

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                • Damn, OP, back at it again with the nerfs. [spoiler]I really don't care about this nerf topic, even though I AM a warlock.[/spoiler]

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                • Just team shot them and you'll be fine

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                  • They are so easy to kill

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                    • Edited by Noir Renard: 2/24/2016 3:43:31 PM
                      If two guys shoot you from two sides your dead. Sunbreaker before the nerfed could survive a hole team before. Then they got nerfed into the ground I would also like to say it works best in objective based game modes like rift and control. We're as void walker and sun singer are much more viable for smaller game modes/ and clash. They are just not as effective because there's not alot of enemy's to kill.

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                    • I just run the second I hear the super. By doing that I get away 90% of the time. Plus, Shadestep cancels the flow of electricity which can cause them to lose a little bit of duration.

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