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Bearbeitet von Echo Explicit: 4/2/2016 7:02:40 PM
66

The real issue with Stormcaller

The most pressing issue with Stormcaller is not its length, not the amount of kills it can get, and not landfall. The real problem is the perk Electrostatic Mind. In PvE, this is an excellent idea for a perk, but it doesn't translate so well to PvP for balancing reasons. The perk reads: Stormtrance charges faster when allies are near. When Stormtrance is active, nearby enemies take damage. The obvious problem is the faster charge time. But how much of a reduction is given to your recharge rate? Keep in mind, these charge rates are assuming zero kills, which is very unlikely. With one ally nearby: 4:00>3:21 With two allies nearby: 4:00>2:21 With three allies nearby: 4:00>1:50 Source: [url=https://m.reddit.com/r/DestinyTheGame/comments/43p8cp/complete_guide_toall_numbers_behind_the/]link[/url] There is a very clear advantage to getting the first super in a match, being able to generate orbs for your teammates to get their supers and, in turn, have yours given to you again. Let's assume the Stormcaller is using Light Beyond Nemesis, which we can all agree is not uncommon. That means that in the best case scenario, they can generate a whopping 7 orbs for their team if they were to receive a 7th Column medal. Assuming a much less spectacular run, we'll say an average 3 kills, that's still 3 orbs, and often more than enough to fuel at least one teammate's super. Though there are other issues that are surely being looked at (the infamous Wombo Combo, shadestep glitch, firebolts w/Viking funeral), there is no argument that this is not one of the most broken aspects of the game in PvP right now. What do you guys think? Warlocks, before you call me a salty Hunter and blindly insult me, please take the time to read my logic.
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