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#feedback

Edited by Exarum: 2/7/2016 1:30:58 PM
49

Warlocks Are Fine

I have tried to compose a lists of all warlock pros and cons, as I have seen the forums explode with nerfs calls by people that are uneducated about the class. They want to rage here instead of do some research. Warlocks melees: basic melee at 4 meters but when charged can go to 6 meters slowest follow up melee. Meaning in a two hit melee fight a titan and hunter can win. Bladedancer blinkstrike can reach same distance. And nighstalker and gunslinger have throwable melee so they have the furthest range in the game for melees. Stormcaller: only super with a time to kill, average damage reduction at 50% same as bladedancer, sunbreaker, and sunsinger. Cannot heal from super kill as previous mentioned subclasses. Trancendace allows the super to last from the 17 second starting (same as bladedancer less than sunbreaker) to longest roaming in game. Again however it has a time to kill to componsate. No sprint and no boost to speed. Limited range. Gunslinger sunbreaker, nightstalker, voidwalker are have farther ranged supers that are instant kills. With amplitude can extend melee range a little farther if fully charged. Sunsinger: no flashy instant kill super. Average armor at 50% though can be buffed to 55% with radiant skin but losses self revive. Self revive animation longer than average revive animation giving ample counter time. Burn grenades are good but require 3 perks given up to do so. (Firebolt over fusion, viking funeral over radiant will, touch of flame over gift of the sun) melee gives overshield that is weaker than defender overshield. Defender overshield has 75 bonus damage points a nd can be buffed with their class perks. Flame shield is the class perk and only gives 55 bonus damage points (but its also easier to get). Melee can ohk if in super. Voidwalkers: lower than average armor 45% during super. Can heal with melee kill but has had 3 second cooldown since launch. Not much else to say people have more or less left voidwalker alone. Edit: Its nice to see people actually debating the classes now instead of seeing ignorant rage nerf posts everywhere. Edit 2: These are what some people have proposed to adjust warlocks to fix some issues people complain about at the same time avoiding a nerf to the class. For the burning firebolt leave the damage alone but speed up the DoT of the burn, it still does the same amount of damage but gives opponents a better chance to hide and recover. The big one, Stormcaller. Reduce the amount of extra time trancendance adds to your super (right now it goes from 17 sec to 26.) So instead of adding 9 seconds it adds 4 but make the base stormcaller last 19 or 20 seconds without trancendance. Also holding the lightning button down will drain your energy so you can't just spam it. Increased movment speed in super so ionic blink becomes a preferance not a necessity. Lets hear your opinions on these as well. Edit 3: Thank you for all the feedback you guys have given so far. Keep the ideas flowing guys. Next some more proposals people have brought forward that I feel should be debated as well. Flame shield to require a kill to activate but grants a stronger overshield on par with force barrier. Viking funeral instread of extending the burn time of touch of flame acts as melting point making targets hit take increased damage for a short time to make sunsinger closer to a support class.

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  • In [url=https://youtu.be/rT5quf7M9C0?t=2m25s]this[/url] video by fallout plays, (most of the video is outdated, but the melee fights would be exactly the same except for the striker) it is demonstrated that scorch beats all other melees in a 1v1 situation, except for a knife headshot and if it is actually slower, I can't tell. The awful melee hit detection will guarantee a trade in the least anyway. The problem that most people have with warlocks, (sunsingers especially) is that their neutral game is so strong that it can compensate for skill in some cases. If you're out of position and get rushed, get a flame shield and survive a shotgun blast, or melee them with more range than their gun has as a stormcaller. If you have a vague idea where the enemy is, throw a firebolt or a storm grenade and if you get a tag, it's an easy follow up. Or if the enemy is low armour, storm grenade can one shot over a really large area. The other one hit kill grenades (incendiary) need to be placed right at your feet to kill. Voidwalkers are OK ever since blink shotgun was nerfed, but health regen on every melee hit with the ram along with the increased armour is a little concerning. As supers go, Nova bomb is perfectly fine and Stormtrance lasts too long, for the tradeoff (if transcendence used up the grenade and melee and was 3 seconds shorter it would be a fair pay off)but that's it. Radiance on the other hand is a big problem in the meta for trials of osiris. Every other game mode, and self res is a non issue, but in elimination it's overcentralising. The ability to just deny your death and revive your team mates insanely quickly with fast res exotics isn't balanced. It can turn a 1v1 that your team already lost into a 3v1 with overshields, 1 hit melees and loads of grenades in about 6 seconds, and you shouldn't be rewarded for losing. It can also prevent draws from happening and literally takes no skill to do so. Other supers can win games just as easily, but the enemy knows they messed up when all 3 get killed by a single FoH or something. Having potential victory stolen by somebody who was already dead just leaves a bad taste in everybody's mouth. I would say that my main problem with warlocks is that their abilities are so good, that they train players to be worse at the game in some regards. For example, if i go into the crucible with a sniper and a scout rifle as a hunter, if I get rushed I'm either dead or need to rely on a backstab proc that is basically RNG with the melee hit detection. I've also seen far more warlocks throw grenades during gunfights (not before or after, during) because their grenades are so strong. You can exploit this tendency to use abilities too. If you get up close to a warlock aiming for a double melee, 9 times out of 10 they will melee you even if they're holding a shotgun. And I'm talking about low skill warlocks. Recently, as matches were made to be a lot closer, the warlocks are actually good now, and the same tools that were carrying scrubs are just ridiculous in skilled hands. You are almost guaranteed to lose in a 1v1 situation that involves abilities. Also, in a game where effective health is based on regeneration, obviously there is going to be problems with the class that has the fastest health regen. The difference between my hunter and my warlock is like heaven and earth. With the hunter I could be sat behind cover for 3-4 seconds waiting for regen to even begin. With a warlock, you can basically run past cover to regen. With all the weapon nerfs and the overall rise of ttk, warlocks are going to reach the point that they can just outheal crucible damage! But seriously, I've found that even though warlocks are fine on paper, they have so many slight advantages that push them over the edge in most situations, something has to give. In a crucible where Strikers were buffed to competition, No backup plans were made good, arcbolts were destroyed and Symbiote got nerfed into the ground, warlocks need some attention.

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