[url=https://youtu.be/5cqkkG-ZuTM][/url]
So alot of debates have been going on recently about warlocks and I wish to argue that they do not need to be nerfed as many people would like to believe, of course people will have different opinions and that is fair enough, but I do wish to argue my case. This will mainly be in reference to firebolt grenades and the sunsinger class as a whole.
1) Sunsingers have been untouched since the beginning of destiny. I would say that if this class was so unbalanced it would have been fixed according long ago. Only now people have started complaining about it because they have ran out of things to complain about? I dont know, but im fairly confident that people can complain about anything that will kill them given enough time.
EDIT: got nerfed back in update 2.0.0. Reducing the damage by 25%
2) Non-lethal+burn timer: Firebolt grenades when fully spec'd for are non lethal, while trip mines (hunter), lighting grenades (titans) are. The video which I have linked above demonstrates how powerful these other grenades are and much more so than firebolts which will not be able to kill a guardian by them selves. Also fair amount of the damage is done through burn, this in many cases will give a damaged reciever of a firebolt the possibility of at least taking the sunsinger out with them.
One of the main complaints of the firebolt is how long it takes someone out of the fight, to take cover, stop burning and recover health/Shields. To this I say fair enough, I wont argue this, quite a popular fix for this is to decrease the time between ticks or have less ticks that do more damage. This will allow guardians to take the same amount of damage but over a shorter time frame. Allowing surviving guardians to return to the fight quicker.
3) Skill tree: A short point here that is usually overlooked is for these grenades to be effective 2 perks are needed (3 if you count the grenade node) meaning sunsingers are limited in other ways to make up for that.
4) Lack of super: Simply put in most cases a self res is the weakest super in the game, which are easily countered by shotguns, snipers, or in some cases 2 guardians with primaries. Usually apon self res you become a giant gold glowing target ending up with a -2 deaths on the scores. Essentially the grenades make up for this weakness.
5) Lack of other special abilities (ie shoulder charge, shade step, twilight garrison, smoke grenades (wombo combo)) warlocks are the only class not to have any of these extra abilities, to many times (braced for get gud remarks) have I walked round a corner to recieve a shoulder, quickly followed by about half a tonne of metal and meat, to the face. Causing an instant death with no chance of a counter while a sunsinger only has his grenades and palms at His (or her) disposal in terms of abilities.
Let me know what you think of this and where you stand on the debate. Im open to discussion.
Edit: shout out to z2204man who performed a poll. Also this is trending quite nicely now keep up the discussion :)
[url=http://imgur.com/QjJNL71][/url]
Edit 2: Another shoutout to georgetheAMAZING who has performed another poll.
[url=http://imgur.com/ahhoL7X][/url]
Edit 3: found the total Kd ratios per subclass on destiny tracker, heres the link:
[url=http://destinytracker.com/destiny/population][/url]
For Pvp K/D ratio:
Gunslinger: 1
Blade dancer: 0.97
Striker: 0.94
Defender: 0.94
sunsinger: 0.96
Voidwalker: 0.93
Nightstalker: 1.1
Sunbreaker: 1.04
Stormcaller: 1.04
-
32 AntwortenYour post just gave me aids how retarded is the community to agree with you? Well actually I bet all the people that agreed are either a) a warlock main b) a pve God c) have no idea what you are talking about d) have less than 2 days played in the crucible or e) trolling I have no hope for the destiny community if they believe warlock sunsingers are not the god damn best class to play right now 1. Firebolts 2. Melee range 3. Balanced glide (warlock skating) 4. Flame shield 5. Viking funeral 6. Radiant skin 7. Self res 8. Melee ignite enemies 9. Wear dresses I mean come on people
-
A few notes on your post: - Sunsinger is not the "weakest super in the game", Gunslinger is. It has no armor buff whatsoever. - Your post on the KD ratio for Sunsingers in PvP. The weakest players in the game use Sunsinger because it is the most overpowered in the game, so it's no surprise it wouldn't have the best KD. In fact, it has a self-resurrection perk, which means it has the opportunity to get killed more times than any other subclass in the game. The surprising part is that the Sunsinger KD is not dead last. - Melee. An extended range melee that has noticeably better hit detection than almost all other subclasses in the game. When you strike an opponent with a charged Sunsinger melee, you have the ability to gain an overshield. If you were, say, a Defender Titan you would have to kill your opponent with a charged melee to gain an overshield, not just hit them. How does that make any sense at all? - The grenades. They are the most overpowered thing in Destiny. They can hit three different people, do insane damage, stop health regeneration for a ridiculously long amount of time, and tell your opponent exactly where you are so you have a decreased chance of escaping. They are a joke. They nerfed Arcbolt grenades. It is passed the appropriate amount of time that they should have nerfed Fierbolt grenades.
-
3 AntwortenEpic post. There are no numbers to justify a sunsinger nerf. Only number they can use is the number of whiny bitches.
-
3 AntwortenEdit 3: found the total Kd ratios per subclass on destiny tracker, heres the link: [url=http://destinytracker.com/destiny/population][/url] For Pvp K/D ratio: Gunslinger: 1 Blade dancer: 0.97 Striker: 0.94 Defender: 0.94 [b]sunsinger: 0.96[/b] Voidwalker: 0.93 Nightstalker: 1.1 Sunbreaker: 1.04 Stormcaller: 1.04
-
Except A. Trip mines will not kill anyone with a decent amount of armor B. Require much more skill in placing them and arcing them to the exact spot they need to be in C. After taking a hit from a trip mine you can recover right away as you aren't burning for a year.
-
I agree with u 100%! Bump
-
Bearbeitet von Soul_Eater_42: 4/4/2016 6:50:02 PMIf they wanna nerf the shit out of perks like Viking Funeral and Flame Shield, then I want the following changes: [u]Sunburst[/u]: increase the blast radius of Grenades. Longer duration for Solar Grenades. Basically, a combination of Annihilate and Vortex Mastery. [u]Radiant Will[/u] should have the bonus effect of boosting recovery for you and nearby allies while Radiance is active. Radiance recharges faster (kinda like the Gunslinger's Gunfighter perk). [u]Flame Shield[/u], if they change it to only activate on kill like Defender's Force Barrier, then it shouldn't use up a melee charge until it kills. And much like Force Barrier, it should be stronger and last longer. Well, perhaps that could be an added effect of Radiant Will. [u]Solar Wind[/u] should have an AoE that pushes away, damages, and ignites surrounding enemies with greater knockback range. It should push enemies back about half the distance that a Taken Phalanx's ability can. [u]Brimstone[/u] should be an ability that casts an explosion on hit, blinding, damaging, and igniting enemies nearby. [u]Viking Funeral[/u] should be an ability where all your abilities will burn away the enemy's defenses while Radiance is active. Kinda like the Sunbreaker's Melting Point.
-
7 AntwortenI wholeheartedly agree with all points made...but beware! Desticles are the enemy of logic.
-
1 AntwortenSunsingers already had Bungie mess around with their perks when 2.0 dropped(already nerfed)
-
1 AntwortenYour first reason is irrelevant and stupid. And wen you said the grenades are non lethal you must never play crucible, specifically trials. Someone nades u and ur burnt out of the fight and 1 shot for 12 seconds, also people play neutral game more than upper so an OP neutral is worse than OP super, lastly self res is good if you use it right, ae if no one is watching ur orb self res then res ur m8s
-
21 AntwortenLmao the tripmine triple shows how retarded this community is. Who doesn't run max armor especially in trials?! They would've all died the exact same way if he threw a firebolt. He would simply have to shoot them once in the foot while they were all trapped in the corner for 15 seconds. They would've all survived with max armor and as soon as they got hit would've regenerated health. Firebolts are op as -blam!- and the only reason they have survive for this long is because most of the devs are warlocks themselves and so many other things were op. I can't wait till warlocks loose the crutch nade and actually have to fight to kill people. Two weeks scrublocks. Enjoy it while you can.
-
3 AntwortenSimple fix [spoiler]Make ALL Burn effects stop if the user is killed.[/spoiler]
-
Bearbeitet von Kone19ps: 4/3/2016 11:24:27 PMChange Viking funeral to melting point. Make flame shield stronger and on a kill. Reduce the time and extension to storm trance time. Both bolt grenades should have reduced vertical tracking so they can be jumped over but increase the number of targets able to be hit
-
Bearbeitet von Erijian: 4/2/2016 8:40:56 PMSunsinger complaints only began with the introduction of Elimination/Trials of Osiris; where Sunsingers can outright remove enemies from fights for a long duration allowing for 2v3 scenarios which almost always result in a won round, and their ability to self-revive for a second life in a mode where a death is a death unless a teammate revives you. Pretty strong stuff in 3v3s, but pretty weak/niche in 6v6. Unfortunately 3v3 modes are where the sweaty players decided to call their home, so they want the game balanced around their game mode(s) with blatant disregard for the rest of the game.
-
Ever since Bungie nerfed Sunsingers by removing afterburn on Solar weapons when using Radiance, I never used them again.
-
1 AntwortenFlameshield and firebolts need an adjustment. If arc bolts got nerfed it baffles me why firebolts didn't at the same time. Blame the community?
-
Sunsingers don't need a nerf Firebolt does.
-
3 AntwortenSee here is what I think is stupid. People only make the argument that the class is based on grenades. So if a rebalance is done and they cut the burn but improve the overall class what is the problem. How is changing how the class works a problem if it improves the overall performance of the class in terms of neutral play and super abilities? The problem people have is they don't want change brought to something they are used to. They want it to stay the way they know it and will attack any attempts to change it. I'm a hunter and I personally welcome any change to my subclasses. Whether they nerf something or not I welcome change.
-
1 AntwortenBearbeitet von ColdAsHeaven: 4/2/2016 11:00:28 PMIt's not that Sunsingers are so overly powerful. It's that they exceed at certain things a bit too much. I have been calling for an adjustment to Flame Shield since Day 1 of the game. I have also been calling for an adjustment to how Viking Funeral when paired with Touch of Flame works. I have 0 issues with Firebolts themselves, or any of the Grenades. I have 0 issues with how the super works, except I believe certain perks for the super should be buffed. I also have 0 issues with the passive perks on Sunsingers besides Touch of Flame paired with Viking Funeral. My proposal is this and you tell me if I'm being fair or too harsh - Flame Shield is proc'd on kill (just like the Defender Shield) - Range of the Melee is brought in line with other classes (Hunters and Titans) - Firebolt Grenade damage receives a small buff - Touch of Flame damage per second increases, but how long the DoT stays is reduced. So overall it does the same amount of damage, just in a shorter time. - Viking Funeral increases how long the DoT stays to how long it currently is, without Viking Funeral. - The Super Perk that grants faster cooldown for allies, increases how long Radiance stays active for by 4 seconds, and the perk increases recovery for allies also - Radiance timer is reduced by 2 seconds - Fireborn and Radient Skin remain unchanged
-
The time it burns needs some reduction. Also contradiction in point 2. The title is that sunsingers do not need a nerf but admitted to the long burn timer of firebolt. Lightning and trip mines can be shot. You also can survive both depending on armor. You can't with a firebolt. They took the only counter to burn damage when they nerfed the red death. Flame shield should also trigger upon melee kill. Not just hit.
-
Get good scrub.... I'm joking
-
-
I'd like to see subclasses that have been nerfed brought back to where they were (with small exceptions like cauterize having no cooldown and razors edge going thru bubbles) instead of making yet another subclass weaker
-
Fire bolt and Viking funeral need to be addressed.
-
Let face it there is nothing that you can say that will change my mind and there is nothing I can say to change your mind. Bungie never listens to the protesters, only the NERF crying. [spoiler]sorry but whatever hope you may have is false hope[/spoiler]
-
3 AntwortenBearbeitet von Freund117: 4/2/2016 5:23:23 PMPeople don't get it 1)sunsinger is honestly garbage in all but 2 or 3 activities, seriously tell me something sunsingers are useful for other than raid and ToO 2) if you were to change flame shield It would be a massive blow to PvE as it would just make sunsingers like a nerfed defender class that's extra weak in PvE 3)stormtrance(I know this post isn't about storm callers but they are complained about too) Is crazy easy to shut down and it moves really slow The only validated complaints about warlocks in my opinion are •extra-extra Melee range on storm callers •fire bolt burn time •maybe a small reduction in time for transcendence