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3/16/2024 5:28:26 PM
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Super Base Cooldowns Need Adjustments

This post is not meant as one class vs another, just an observation. I have an observation and suggestion/ question. I was playing as a Titan yesterday. I wanted to play one of the subclasses that had a shorter base super cooldown. This got me looking around and finding a big difference between the classes, and wondering why it’s like this. Below are my findings if you keep reading. I know it’s unlikely, but I hope some updates could happen, and make the classes more balanced. [b]Supers and Base Cooldowns by Class[/b] Titan * Hammer of Sol- 9:16 * Burning Maul- 8:20 * Sentinel Shield- 9:16 * Ward of Dawn- 7:35 * Fists of Havoc- 9:16 * Thundercrash- 9:16 * Glacier Quake- 9:16 * Bladefury- 9:16 Warlock * Daybreak- 9:16 * Well of Radiance- 7:35 * Nova Bomb: Vortex- 8:20 * Nova Bomb: Cataclysm- 8:20 * Nova Warp- 9:16 * Stormtrance- 9:16 * Chaos Reach- 7:35 * Winter’s Wrath- 9:16 * Needlestorm- 8:20 Hunter * Golden Gun: Deadshot- 9:16 * Golden Gun: Marksman- 9:16 * Blade Barrage- 7:35 * Shadowshot: Moebius Quiver- 8:20 * Shadowshot: Deadfall- 7:35 * Special Blades- 9:16 * Arc Staff- 9:16 * Gathering Storm- 8:20 * Silence and Squall- 7:35 * Silkstrike- 9:16 Concussions and Questions: 1. Titans have only 8 supers, and only 2 of those are under 9:16 2. Warlocks have 9 supers, with over 50% of them. (5 of 9) being above 9:16. 3. Hunters have the most supers at 10. They split evenly right at 50% of supers either above 9:16 or at 9:16. So my questions are: 1. Why do Titans have less super options? 2. Why are more of them, for Titans, at 9:16 base cooldown, while the other two classes have at least 50% of them above the 9:16 mark? Solutions: 1. Give Titans 1-2 more supers. 2. Make 2 of the current supers less than 9:16 in base cooldown. I know this game is all about balancing, however, super cooldown are currently not equal among the classes. Thanks for reading if you made it this far. 😁👍

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  • Edited by Seki: 3/16/2024 5:51:11 PM
    [quote]1. Why do Titans have less super options?[/quote] I'd assume this is because of how light 3.0 subclasses were brought into the new system. Each element on each light subclass used to have 3 supers (the 3rd, the middle tree, came in Forsaken) Under the old system, ever super had a fixed 'skilltree' that had its own features. These were (broadly speaking) remade into aspects and fragments as to give us better customization. Sometimes, 2 supers were collapsed into one, sometimes a super was added (take these with a grain of salt, I may be wrong on some here) [u]Arc[/u] Hunter 3->2 (unsure, but were all 3 of them Arc staff, one specifically allowed whirling guard -collapsed into one and Gathering storm was added?) Warlock 3->2 (2 were Stormcaller, too similar, collapsed into one) Titan 3->2 (2 were Striker, too similar, collapsed into one) [u]Solar[/u] Hunter 3->3 (mostly stayed as they were) Warlock 3->2 (2 were Dawnblade, too similar, collapsed into one) Titan 3->2 (2 were Hammer of sol, too similar, collapsed into one) [u]Void[/u] Hunter 3->3 (mostly stayed as they were (?)) Warlock 3->3 (mostly stayed as they were) Titan 3->2 (3x Sentinel, collapsed into one; one of these had the ability to guard, one of them allowed to cast Bubble by holding down the super button; added Bubble as seperate super) ___________________________ Regarding the darkness subclasses, every class only has one super (which is very sad). Both Titan supers are roaming, whereas for the other 2 classes each has a cast-and-done super (lower cooldown) ___________________________ The super cooldowns are primarily pvp driven. Roaming supers have more damage (kills) potential, thus had their cooldown increased. They justified this by having damage (incoming and outgoing) produce super energy in order to lessen the effect on pve. Titan has more roaming supers than the others, thus higher average cooldowns. [u]Personal opinion on the matter[/u] Titan having one less super is not that big of a deal (same for the cooldowns. It is okay for the classes to feel different). In any case, having an additional super for each darkness subclass (on all classes) would be very much appreciated.

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    • Sentinel shield should be lowered by at least 1 cooldown while Glacial should be lowered by 2 tiers because let's be honest outside of a few specific bosses it's useless and even then you tend to lose damage using the super making it useful as a backup damage source.

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