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Destiny 2

Diskutiere über alles, was mit Destiny 2 zu tun hat.
Bearbeitet von Cam: 6/18/2018 9:29:33 PM
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Cam
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Warlocks!!!

Sandbox team at Bungie, is there anyway you guys can give the warlock a performance check over in Crucible? The Victorious Veteran emblem shows just how much more other classes are being killed in crucible. Which means these classes are being used more. Which is a good indication that those classes are being used more because they have advantages superior to the other classes. That being said I would like to see warlocks given a performance test in comparison to the other two classes. I would like to see tested warlock subclasses for melee damage, distance, detection and speed, it's regen speed of all abilities, potency of the Nova bomb, it's area of effect and travel speed, stormcallers damage output, travel speed, effective distance and ttk against other supered combatants, vortex and solar grenade activation upon hit and why it has a delay before damage starts to be applied causing enemies to run away from it with one tick of damage incurred or less even with a direct hit. We don't have a smoke (hunter melee) to keep enemies in the grenade longer. Anyway these things can be tested and compared to the other classes with and without exotic and class modifiers? It just seems to me the warlocks melee is much slower than the other two classes, the distance (or lunge) of the melee is shorter than the others, the detection doesn't track as well as the others and the damage output is less. Also why is it the other two arc subclasses get a disorienting ability during a melee but not one of the warlocks melees abilities (or any of it's abilities at all) have anything that can disorient a combatant? The blink and iconic blink only transfer the character a very short distance and even less when you try to go in a backwards direction. As an evasive maneuver it is very poor due to being held at the beginning of the jump to take damage for the duration of the jump before registering the exit. The blink is too easily tracked versus the amount of damage that can be taken while your character is in it's process and being held u til it's exit. Also the amount of time it takes a character to resume combative actions after blink is too long compared to how other classes still have full function of their combative abilities all throughout their jump. The blink is linear and can't be changed once activated like other jump abilities, also other jump abilities don't have a cool down of activation leaving us stranded and vulnerable. Which wouldn't be a problem if all these other things weren't compounded on holding the blink back from allowing us to be more mobile and evasive. I'm not saying get rid of these limitations but at least take a look at how they're performing, since the go fast update has changed mobility for other classes. Making them traverse the distance alot faster closing the gap of the blink jump before we can even fall out of the air, (which is slow, or get a hard land animation, or take fall damage), to land just to get killed anyway because our ability to be combat ready is severely slowed. I'd like the dawn blade slashes to be compared to the hammer super of the Titan and equalized. As I feel the hammers hit harder, travel faster, have more AoE, among other perks and benefits at once. There's clearly a reason Hammer, Smash Titans and Arc Striders are being over utilized compared to warlocks. Mainly Striders/Hunters! All of this could be right where the sandbox team wants it for all I know. But in case there is an imbalance I'd like it addressed. It's not like I can't just use one of my other characters to join the meta crew. But this forum is here for us to let you Devs know something isn't right.

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