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originally posted in: Hunter Problem & Answer Session
3/25/2016 12:43:50 AM
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[quote] 2- Problem -Fleet footed negates stalker by making hunter glow while invisible. Answer - No glow at all while using fleet footed perk.[/quote] Fleetfooted is a weak talent compared to similar talents on other subclasses. In addition to your change, it should also grant two points of bonus agility instead of just one. [quote] 3- Problem - Quick draw perk allows high level players exploit special weapons. Answer - Change it to something else useful that fits the theme. If anything that perk should be on gunslinger. [b]Edit: thought of a replacement. Wall cling - You jump toward the wall. Press crouch on contact and you can hold there. Kinda like angel of light. That would be a good perk for back stab ambushes.[/b][/quote] Wall Cling sounds really cool, but I doubt they'd go that far. Patch notes from the beta state that Quickdraw originally required a kill first to be activated. If any changes were to be made, I'd say just go back to that. Having said that, though, I wouldn't change it myself. I think the problem lies with the state of special weapons and not with the talent. [quote] 4- Problem- Due to the inclusion of the other mobile supers and the new heavy sword category, arcblade is obsolete in both PvP and PvE Answer - Turn the super into a complete stealth high risk, high reward super. On activation of arcblade stalker is activated for the duration. Hunter can blink and attack while invisible. Mobility/sprint speed is doubled. Armor buffs are removed. It rewards strategic use and punishes impulse activation in both PvP and PvE. PvE would be greatly benefited in add control by attacking while stalker is activated and generating orbs.[/quote] Again cool, but pretty drastic. I think a less drastic change in the same vein would be to permanently bind the Vanish talent to the aim trigger (like the sword's guard). Either way, the Vanish talent would become extraneous. In its place I propose Crippling Strikes - The Bladedancer unleashes a rapid series of three attacks. If all three attacks hit a target, the target is staggered and receives 50% additional damage from all sources for five seconds. Feel free to reply with your thoughts... On my thoughts on your thoughts... THOUGHTCEPTION
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  • Edited by YourVillain: 3/25/2016 1:53:14 AM
    Nice break down Fleet footed is pretty weak but glowing just took it over the edge to uselessness. I didn't suggest any other additions because I didn't want to be accused of biased buffs. As far as quick draw my issue is this; Sub class perks should add abilities or buff abilities. It should not buff gun skills. Gun perks should buff the gun. If you want quick draw it should be on the gun skill line. Adding it to a sub class inherently make that sub class better at gun usage thus making imbalances in pvp. As it stands now bladedancer has the highest potential when switching between primary and special due to that perk. Wall cling just seemed like a fun useful ability. On to the super. I don't really think it's a drastic change, not even in coding. It's already existing abilities. If they think it's too much, just change the vanish perk. Vanish would no longer add any extra armor. Activate on super and remain throughout the super. Movement and Sprint speed doubled. If they want the traditional load out just pick one of the other perks. Easy peasy Thanks for the input. I know the powers that be would never consider it but I enjoy talking about what could be. Edit: forgot last point. Crippling strikes sounds great for pve. It would be overkill for PvP. We all know they have a problem separating the two. That's why I suggested just being invisible the duration. You can attack adds, generate orbs and it's still useful in PvP.

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  • I enjoy talking about it as well. I would compare the Bladedancer's Quickdraw talent to the Gunslinger's Trance and Chain of Woe talents. I think their concept of Hunters originally was to have talents that enhanced gunplay. I disagree that having the class be inherently better at gunplay makes it unbalanced, because abilities also contribute to the subclass's lethality and you would be giving those up. I actually like the way you originally proposed the idea better than what you proposed in your reply. As you said, the addition of swords leaves Arcblade somewhat unremarkable, and I don't know that any of the existing talents can be modified enough to make it useful in PvE. Replacing a talent with something that definitively addresses the super's PvE shortcomings seems like the best opportunity to fix it.

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  • Had to go to sleep. Sorry about the delayed reply. Well my reply was pretty much an elaboration on my original post except for the possibility of moving the super changes to a perk slot instead of a full implementation. As far as gun perks. Yea, you are giving up an ability but most people are going to take gun perks over character perks. At least that's what I've seen on the loadouts of ppl with higher kds. I don't usually see shadow Jack or fleet footed used on leu of quick draw in trial footage. I'm very curious how many high level players would have picked hunter if quick draw were not on its perk tree.

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