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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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  • Bearbeitet von KyleTrevor: 6/27/2021 11:23:08 PM
    The sandbox team is insisting on nerfing higher tier (in the PVP sense) subclasses while keeping the lower ones untouched. Buffing other light subclasses, despite not being a definitive solution, would be a good decision and a great start. A light subclass overhaul, which I hope is coming with Witch Queen, is highly necessary. Basing sandbox balancing decisions purely on usage is not a great method, this places nerfs on whatever the most used subclass is at the moment. Also, people seem to think every elimination/trias/survival match is a 3 v 3 among six TTDB which is just not true. Revenants, TTDB, and Behemoths dominate PVP right now and a situation where Crucible is focused on a couple subclasses is fine to some extent. It is undesirable and also impossible to make every or even most subclasses viable in PVP.

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