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Bearbeitet von KyleTrevor: 6/25/2021 2:15:41 PM
27

Regarding Top-tree-dawnblade and Why Movement Nerfs Are a Mistake

While it is true the subclass is really strong in pvp, nerfing its movement (e.g. icarus dash) would be the wrong decision for a number of reasons. It would not only detract from the fast-paced gameplay many consider to be the best aspect of Destiny, it would also break the subclass`s core gameplay style. Closing gaps fast might be considered overpowered in Crucible, but there are ways to play around it with defensive abilities, hunter dodges, and other options like baiting and punishing approaches. There are more reasonable ways to balance it, such as diminished tracking on celestial fire which is very forgiving, but increasing icarus dash cooldown (be it in total or between dashes) or nerfing its general movement capabilities would not be the right call. The decision is also partially based on skewed data. It`s high usage in crucible is boosted by it being a good counter to cheaters due to its ability to close gaps fast while its high mobility also makes it a good stasis challenger.

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  • Agreed. Its the wrong approach. The actual solution is very simple. Reduce the primary weapon TTK from 0.85 secs down to 0.6 (which was the original TTK for vanilla D1. 1. No, it won't make the game in to CoD. CoD TTKs are down near the 0.25 sec range. 2. It would give the game a primary meta, because it will FINALLY allow primary weapon users to stand their ground and fight of shotgun rushers and other OVER-aggressive use of OHK weapons. 3. It would reduce the need for team shooting. Because it would allow well-executed flanks to take out opponents before they could run away to safety or have a team mate rotate over and intervene. Opening up the game.....letting it **breathe**....and allowing for a wider variety of play styles. So the game doesn't get so stale so quickly.

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