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Destiny

Discuss all things Destiny.
Edited by PlasmaSoldierX: 11/25/2015 11:05:30 PM
124

The most worthless perks of your class (according to you)

Destiny, as a part RPG game, with seperate classes, has many talents for each of its 9 subclasses. There are talents that are neat such as the strikers shoulder charge, the sunsingers self res, or the bladedancers cloaking. Others such as the sunbreakers cauterize, the stormcallers extended melee, and the nightstalkers tracking. But for all the good and the bad, there is some crap in each tree, some stuff that is just not bad, I mean for the most part, impractical, too specialized, that for all purposes its just a waste in the fundamental aspects of the game itself. These are perks that have practically no use or reasonable situations for PVE or PVP. There are some useless perks and honestly, when you see how some of them are implemented, its a case of there is no reason to take these perks and your class ends up with a hamstringed effect in their respective column. Now all people will have different opinions and views, in this case, here are what I view as the most pointless perks on the titan class. Catapult- all titan subclasses, were it not that the titans lift itself was a good neutral type of movement that was faster than warlocks glide but also able to maintain itself in the air unlike the hunters double jump, honestly this third option has always felt, what the heck does it even do? Even with titan skating as a small tech that lets titans use built up momentium to move (a useful thing in PVE to stay alive and PVP if the map and movement allows), cataplut just feels, empty, we get more momentum in one burst right? So how come any tree it always feels like a dead splurt that does nothing? Even increased height has its use and seems to work better. The catch on many titans is, we thought this would be something that just shot us up, in one burst. Yet it doesn't. I was suspecting something like a hunters quick double jump, but this one just uses a lot of momentum. It doesnt do that. Honestly, its made even worse when you see older videos saying to take this for PVP, sorry, its just a worthless form of movement, theres a reason most titans use increased control or height. Unstoppable- striker class. Its one thing for a super to be a one shot deal, its another for it to have passives such as aftermath which extend a duration or increase leaping distance, its another when you give it a passive effect that doesnt even last that long and expect people to take it for the extra armor. Thats the waste of space this talent is. Unstoppable, in my experience, has been the worst talent overall in the striker tree, it gives the user extra armor passively and super armor when in motion right? Want to know the big difference with this one? Its outright too specialized that it doesn't even pay off in its own investment. All it notably does is, gives you an extra animation when getting out of it too. The key problem with this talent, is just in the execution of the super itself. Look at fist of havoc, does this super even last that long? Not really, its one and done. Even then, how often does a striker die mid animation? Really a better defense is the momentum from high speed and just invested armor by other abilities (such as the stat modifers) than this. Really its also in the fact that, this super isn't exactly lost if the user dies mid flight, its only gone when its actually gone. Its one of the few supers never even expected to be caught in a suppressor grenade or shadow shot. This talent is just so useless, so impractical, even juggernaunt is better for all its impracticality. Its just self defeated in its own aspect by how the super itself is even used. Its not like the super by default doesnt grant a bit more armor as well. Usually enough to resist even a normal magnet grenade if the second blast doesnt hit. Its useless in PVE and just a waste in PVP when shoulder charge is the better choice itself as well. Its almost more insulting when you get an exotic using this perk, thats just a waste. Why would any striker not take helm of inmost light, skullfort, or the armementarium? Hell with the twlight garrison coming, and eventually the dunemarchers granting more speed and one that has storm fist and fist of havoc kills feeding each other, what point is there to this? Juggurnaunt- striker class. Not as bad as unstoppable, but still not exactly a good one either. The problem with this its a forward only shield, about as strong as a defenders relentless force barrier, but where force barrier is an awesome power, this one fails for one key fact: Its timed like shoulder charge, and can fail on you at any moment regardless of its damage. Force barrier lasts 20 seconds, 30 with relentless. This one, also just for a common application: When would you ever run towards an enemy? In PVE if you are weak, you flee to seek cover. In PVP, another problem, look at the strikers storm fist, its pointless in PVP, you cannot get close to whack two times, even a shotgun is risky. Its where shoulder charge is a front and easy to know risk reward, this one is just begging for you to delay your death. Perhaps with swords or doing a fist of havoc right, this can work at times, but its just not worth the fact when you have access to an attack/special form of movement to shift direction. Armor of light-Defender, the defender, unlike the striker, was given more diversity in its abilities, still, even then, there is some crap here too. Now I know many titans may call me out on this, but its again, look at PVE, what do you use on your ward? Odds are blessing and weapons. Why? Because they grant something this one doesn't, mobility. Even for PVP blessing just outclasses this. It doesn't matter if its more armor inside the ward, any seasoned guardian knows that in PVE, this is a no no talent. In PVP, its not wise to stay in it, but around and scatter if you see a warlock/titan leap up or a blade dancer running in. The fact is, you can also maintain a buff from a ward shortly after it goes away, you can do this with weapons or blessing, but not armor of light. Some may find a use for it, but really, whats better? Extra shielding that can be reenforced with illumination allowing you to move around or one that you have to be sitting still for? Gift of light- if you want to talk impractical, look at this force barrier passive. Unlike war machine and untouchable, is there any reason for this perk to even exist? Aside from the rare occasions you need to do light orb generation for quests, what does this serve in the long run? The key problem of this perk, you need 2 enemies to get it off, kill one for the force barrier to come on, a second for it too make an orb, but its just impractical, even when you have enemies that can be one shot by melee, they still rip your oveshield apart. Even then, this perk just becomes more and more worthless when you look at the wider scope. Is there any reason to not have a recharging shield or insane reload/weapon switching? What if I mentioned the use of artifacts that allow certain elemntal kills with melee to make orbs on chance? Even better, grenades? You wouldnt use this in PVP for obviousl reasons, for PVE, its just pointless, even then you are more bound to just shoot everything else around you, not try melee in the small time its active. This is such a waste of a perk, god. Sunbreaker-explosive prye- look I know some may use this, but even then, its just not worth the slot. The deal? While its certainly effective in PVE and can work at times in PVP, you are better off using the immolation gauntlets to grant this for free. The problem is just look at the other 2 perks flameseeker and fleet fire. Flame seeker grants you extra speed and recovery for the price of one talent. Fleet fire on the other hand lets you move faster and reload faster by any kills. The catch? Both of these other perks allow you to succeed more with less demands, flameseeker grants 2 passive enchanements while making your hammers homing, so its technically already an improvement to the standard by all means. Fleet fires lets you use any solar ability kills.l. Explosive pyre just matters if you can land a hit with a hammer and really only pays off when more enemies are around. Even then, not like rockets or swords are not capable of clearing out entire mobs otherwise with the hammer itself, its strong already in clearing out large numbers of fodder. This is my view, on the titan anyways, but what do you guys feel in this and other classes has talents that you believe are pointless or just underwhelming for conventional reasons? [b]Update:[/b] Wow gunslingers, you guys do not like circle of life? Even I didn't take it on my hunter because I thought it was too situational. But this is a talent even I would say Bungie has to look into, cause you have your super active, why would you focus on anything else right?
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  • I feel the best way to fix this is implement exotics that make these more potent. Ex. An exotic that stops gg timer on knife kill and briefly adds damage to the remaining bullets in gg. A pair of gauntlets that makes catapult cause knockback when used near enemies. Good vs shotgun rushers. A set of boots that makes juggernaut last longer or be full body and cause you to gain sprint speed when it it broken Little things that make the perk worth it. This is all imo though. Any feedback is welcome

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