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Bearbeitet von WP ScorpionWind: 12/4/2019 12:15:06 AM
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Way of the trapper I feel like is hard really because at least for me there's very little in terms of what they could do to buff it for PvP. It can't be a one hit kill per say as it branches out so far that anyone who came into the same room would get hit by it. About the only two ideas I can come up with are 1) Void Leach:[spoiler] When connected to an enemy, that enemy takes a small hit to HP per second that slowly drains over time.[/spoiler] 2) Link In The Chain:[spoiler] The tethers can chain off of hooked enemies by a small amount to addtional enemy(ies). So if enemy A is at the tether's max reach distance and is hooked then the tether can then can chain from enemy A, X additional distance to enemy B who would otherwise be out of reach. [/spoiler] While not as relevant to the topic of PvP, to this day I still think that completely removing the damage buff effect from way of the trapper was a bad call. Hunters don't have any effect that really compares to the titan bubble or the warlock wells. Damage bubble and healing well are both vary common very effective abilities where as hunters have little to nothing in that department except for our pack buff which is no where near the potency of those two in terms of usefulness, duration, or impact on the team (I know this last one is kind of meh since the hunter is suppose to be more stand alone class.)
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  • Don't know if anything's changed in regards to how the Tether and suppression work this season, but both were awful last year. Fast opponents could run/boost/blink past the Tether without being snared or, if they were snared, their momentum was great enough that they took 1-2 steps and were out of it again. Then there was the issue of supers like BB, NB and FoH being able to be cast still while tethered which happened to me quite often. As well as the countless times the animating lifted the Hunter up to where the Tether stuck to the ceiling above instead of shooting out... And not only was the activation of the tether way too inconsistent, the suppression itself is garbage compared to Titan grenades which keep us suppressed for ages with no way to break it. And last but not least, the super is almost a guaranteed death trying to use it in combat and not just laid as a trap. What I always wanted to see changed was the Tether to rubber band opponents like the Scorn tethers so they had to destroy it and not just take a step and be free. I also always thought that either an AOE suppression detonation like the Titans grenade on impact would be good, but what I really think would make it great would be if it had a blinding flash-bang effect on impact. That would make it actually viable in combat situations vs multiple opponents and not just be instant death.

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  • Bearbeitet von WP ScorpionWind: 12/4/2019 12:46:16 AM
    [quote]Fast opponents could run/boost/blink past the Tether without being snared or, if they were snared, their momentum was great enough that they took 1-2 steps and were out of it again.[/quote] I use way of the pathfinder with Orpheus, so I can't really answer this for sure since it doesn't have the same reach as top tree but from personal experience snared enemies can easily get out. [quote]Then there was the issue of supers like BB, NB and FoH being able to be cast still while tethered which happened to me quite often.[/quote] Again use pathfinder and don't know if it has the same ability to suppress supers but, with it I have had many times where snared enemies have still been able to supered. [quote]As well as the countless times the animating lifted the Hunter up to where the Tether stuck to the ceiling above instead of shooting out[/quote] This is still vary much present regardless of which tree you use, and has costed me many times. [quote]And not only was the activation of the tether way too inconsistent,[/quote] It's consistent, but one of my issues is the draw time after clicking that it takes before firing. I have had enemies in both PvP and PvE that have gotten away or behind cover because of the draw time and the travel time. [quote]The suppression itself is garbage compared to Titan grenades which keep us suppressed for ages with no way to break it.[/quote] When snared it suppresses like the titan grenade does but as soon as you're out of range you're free of suppression. I think both the rubber band and flash bang idea would be good in combination with the already existing effect that forces enemies to look to the sky. Flash bang plus the forced look together would be especially effective because they couldn't just look back down at you and drop your butt while you're coming down from floating in the air when you fired it.

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