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Bearbeitet von Hawpy: 10/30/2019 11:45:10 AM
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Ball Lightning Melee

Attunement of Control's charged melee ability, Ball Lightning, is in some need of a rework. First of all, it often fails to register as a melee ability. I first noticed this during Menagerie last season, when kills with Ball Lightning were not activating the Opulent Mod Striking Hand, but uncharged melees were. This is seconded by progress towards the Crater Spark triumph, needed for the Undying title, not being counted when enemies on the Moon die to this ability. The second major reason for this is how the melee behaves when enemies are within melee lunge distance. Often times, Hunters make the argument for Throwing Knife and Smoke Bomb that they can be unpredictable when enemies are close, as sometimes they will throw the melee when they wanted a lock-on and other times they will lock-on when they wanted to throw. This is the same case with Ball Lightning, however it is actually [i]worse[/i] than what Hunters have to deal with. If the enemy is close enough for a lunge, you will lock on to the enemy and [i]Ball Lightning's charge is consumed anyway, to no additional benefit.[/i] The third reason is how it stacks up against Throwing Knife and Throwing Hammer. Smoke Bomb is excluded here as damage is not that ability's main draw. Throwing Knife and Throwing Hammer both deal 101 on a hit, and Throwing Knife does 131 on a critical hit. Ball Lightning does 31 damage on impact and 70 damage if caught in its detonation. The damage is fine. Its shortcoming is that it has the slowest speed of the projectile melees and it also slows down as it moves, meaning it has a very short range. Here are my proposals for how to remedy this 1) Fix Ball Lightning so it actually counts as a melee ability 2) Make it so Ball Lightning's charge is never consumed unless the ball itself is thrown, not on standard melee lock-ons. 3) Increase base projectile speed of the ball and slightly lower its rate of deceleration 4) Redistribute the damage between impact and detonation to be 16/85 to increase its potency when hitting multiple targets. This idea is because the AoE is deceptively small, so I think the rewards for hitting several enemies at once should be increased, without increasing the ability's overall damage. Many thanks for taking the time to read.

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