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Destiny 2

Diskutiere über alles, was mit Destiny 2 zu tun hat.
1/20/2023 12:36:29 PM
35

Let's compare Class Abilities

Things to note: - These comparisons are assuming that the respective stat associated with each class ability is at Tier 10 - This doesn't include Exotic effects, as Class abilities shouldn't be tuned based on available exotics. - This is taking into account the incoming changes for Barricade and dodge Warlock Rifts: Cooldown: 41 Seconds Advantages: - Either constant healing at a steady rate or 20% bonus damage for 15 Seconds - Ability is tied to Recovery allowing for health to be fully recharged at a quicker rate Disadvantages: - 2 Second cast animation leaving you vulnerable to dmg without been able to move or fight back - Can be shot while in the rift Benefits from Subclass: Solar: - Recharges faster when scorching enemies (Via Ember of Singeing) Void: - Child of the Old Gods: Grants Void soul: Upon shooting a target, the soul flies towards said target, Slowing them, Damaging them, Grants grenade and melee energy with Healing Rift, Grants Health with Empowering Rift, Defeating a target connected to the soul grants Class ability energy, 25 Second window to shoot an enemy, Lasts 10 seconds upon activation (not including travel time) Arc: - Arc soul: Small turret that cannot be destroyed, Lasts 14 seconds starting once you leave your rift. Can shoot even faster and more aggressively upon becoming Amplified - Small energy refund upon picking up an Ionic Trace (Can be made by killing Jolted or Blinded enemies or with Arc Abilities via Electrostatic Mind - Recharges Faster Via Sprinting (Via Spark of Focus) Stasis: - Freezes nearby enemies during cast animation (Via Frost pulse) Warlock Phoenix Dive: (Solar Subclass Only) Cooldown: 41 Seconds Advantages: - Quick Burst of Healing - Quick directional movement while airborne - Grants 1 Second of Restoration while Heat Rises is active (2 Seconds via Ember of Solace) - Burst of small Scorch dmg around landing location while Heat Rises is active Disadvantages: - Cannot shoot during activation, with a 1 second delay when landed - Can only be activated in the air Titan Barricade: Cooldown: - Rally: 19 Seconds - Towering: 24 Seconds - Bastion: 49 Seconds (Void only) Advantages: - Deployable cover that can be placed anywhere while on the ground blocking all incoming dmg - Rally Barricade offers increased reload speed, stability and range while behind it - Tied to Resilience offering a passive 40% dmg reduction - Slows enemies that touch the barricade and reduces their HP to very low in a second Disadvantages: - 2 Second cast animation - Splash dmg can still do dmg when shot to the side or above/below the barricade (if there are gaps) Benefits from Subclass: Solar: - Recharges faster when scorching enemies (Via Ember of Singeing) Void: - Bastion: Grants yourself and nearby allies a full Over shield that can be recharged and timer reset by standing behind it Arc: - Can be used as a frontal shield blocking dmg while sprinting (Via Juggernaut) - Recharges faster by sprinting (Via Spark of Focus) Stasis: - Defeating Slowed or Frozen enemies grants a small amount of Class Ability Energy (Via Whisper of Refraction) Titan Thruster: (Arc subclass only) Cooldown: 18 Seconds Advantages: - Quick burst of movement to any direction (Roughly same distance as Vanishing Step) - Same benefits from Arc Section above - First person view that keeps the reticle on the screen for immediate action upon finishing animation Disadvantages: - Cannot shoot during the animation, leaving yourself vulnerable to dmg - Can only be used on the ground Hunter Dodge: Cooldown: - Marksman: 19 Seconds - Gamblers: 26 Seconds - Acrobat: 41 Seconds (Solar Only) Advantages: - Quick small side step that reloads currently equipped weapon. (Marksman) - Quick small dive roll that refunds melee energy if near an enemy (Gamblers) - Small Flip that gives yourself and nearby allies Radiant (Acrobat) - Some freedom of movement control during the dodge animation (Marksman + Gamblers) Disadvantages: - Cannot shoot during animation - Can only be used on the ground - Is tied to Mobility (By far the most useless Stat, and only reason for investment is shorter Hunter dodge cooldown) Benefits from Subclass: Solar: - Recharges faster when scorching enemies (Via Ember of Singeing) Void: - Vanishing Step: Grants Invisibility, Has a further travelling Side step (Regardless of equipped dodge) Arc: - Flow State: While Amplified: Class Ability recharges faster, gain dmg resistance while dodging - Recharges faster by sprinting (Via Spark of Focus) Stasis: - Applies a short Slow effect on nearby enemies Personal Thoughts: In terms of usefulness I would rank them: 1st: Titan Barricade 2nd: Warlock Rift 3rd: Hunter Dodge The Titan Barricade can be used both offensively and Defensively essentially stopping all incoming threats and forcing enemies to play around your barricade (or do a do or die offensive attack). It also allows for immediate control of a situation giving yourself and allies time to breath. It has next to no downsides and the unnecessary passive ability to slow and dmg enemies that touch it (You don't see that with the base rift or dodge abilities) Titan Thruster is basically just Hunter dodge but better at actually dodging. Warlock Rift is pretty much only used defensively, while it can grant offensive abilities like the Arc and Void Souls it has a fair share of vulnerabilities which mainly come from no natural cover upon activation and usage unless placed behind cover. I believe this to be the most balanced of all the Class abilities. Warlocks Phoenix Dive is the most gimmicky of all the class abilities but can be played into for an aggressive and explosive combo with scorch if you so desire. The Hunter Dodge easily the most controversial of the class abilities. (Even as a Hunter main I will try to be as unbiased as I can here) Usually when people complain about Hunter nerfs it always comes back to the dodge and how versatile it is, The problem I have with this is the dodge has equally as many faults, unless the Hunter is next to cover or the enemy just can't aim, it isn't hard to kill a Hunter mid dodge. Also for all the people that complain about Invis (Cause I know this will be brought up): Invis isn't even fully Invis, you can still see someone quite clearly during invis, and they still flash on the radar, so while it can catch people by surprise still I don't think it is anywhere near as bad as people make it out to be. The worst part of all this is every time the dodge gets nerfed, because of how heavily the Hunters synergy and exotics play around the dodge, it indirectly nerfs everything at the same time. If I missed anything important feel free to add it in the comments. (Lets see this angry community tear me apart for this)

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