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Edited by Saninus: 1/3/2015 3:43:38 PM
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Why Bladedancer is OP and a fair solution to the problem.

https://www.bungie.net/en/Forum/Post/86442024/0/0 *A forum user (iacchius) averaged out the k/d of the top 100 players for each class... Make all the excuses you want... ;) ...that's a .76 k/d spread between the top 100 Hunters and the top 100 Titans. Take into account that most of those players are rocking over a 3.0 k/d and that margin is even more ridiculous! *updated with a good balance suggestion and addressed pve* I've been in 10 of these threads over the last couple days. I see the same responses over and over again. Hunters are too worried about losing their favorite power. Every one else is just tired of getting team wiped. Let's just sum up the problem. Nice and clear. Easy to understand... *Arc Blade out kills every other super in this game.* It travels too far and last too long. Yes, they can be killed while using Arc Blade. With maps offering ample cover and Hunters having access to Hungering Blade, blink,(free) dm resistance, dash and increased movement speed... Unless the Hunter calls it in at the worst possible time (out in the open with a team focus firing) he's going to get some easy kills. Our super canceling your super does not in any way balance things out. We get 1 whole kill for stopping your potential kill streak. Awesome! Now let's go through all the lovely and intelligent responses that this subject generates, one at a time: -Titan and Warlock supers can wipe a whole team in one move! A: Yes they can. BUT IT NEVER HAPPENS! It doesn't. People don't group up like that. You can be damn sure if they see an enemy running at them, they spread out. Quickly. If we saved our supers to achieve a kill streak that Arc Blade provides in almost every match, we'd be holding on to them for days... It's the distance that Arc Blade can travel that makes it so unbalanced. If it was wiping out teams all huddled together, I don't think anyone would complain. As it stands Arc Blade can achieve better results across multiple map areas. -A Hunter can be stopped easily during Arc Blade! One shot gun blast! You must be bad. A: I might be. But so is everyone I've ever played with or played against because I rarely see Hunters get shut down. What most of you don't understand is... we don't all ping the same to whatever server they are connecting us to. I have great internet, but from my perspective Arc Blade is practically unstoppable. Combine lag, damage resistance, a dash that goes way too far and you end up with an unstoppable juggernaut wiping entire teams. -Supers are supposed to be OP. Stop whining. A: Yes. Supers are supposed to be OP. The problem lies in one super far exceeding the other supers kill potential. The 5 other subclasses seem to achieve about the same kills with their super. About 2-3. Arc Blade seems to usually net about 3-5. That's a problem of balance. It just is. -Titans and Warlocks can panic super! A: Yes we can. And it nets us a whole one kill. One less than our average. Which is 2 kills... which is probably why we do it. Why hold on to something that isn't of that much value if it can save your life now?! If FoH or Nova Bomb was as valuable as Arc Blade, we might not waste it! ---------- My point in this is: right now there is a subclass that is out of whack with the other 5. It just is. If Bungie reduced Arc Blade to a 3 kill max (4 with an exotic and the enemy would have to be very close together) and slightly reduced the damage resistance, that would bring it more in line with the other supers. 2-3 kills. 4 if you win the lottery. (I actually posted this as a response in another thread. I'm tired of looking for other people's thread to follow the conversation) * I've seen quite a few people suggesting lowering the time limit that Arc Blade can be active and not limiting the amount of kills it can achieve. -I like this. It deals with the current problem (Arc Blade achieving too many kills across too large an area) while still leaving the Hunter in a strong position to deal with groups. *I do not want Pve Hunters to struggle with Arc Blade more than they already have to. I'm not against separate balancing for pvp and pve. That's Bungie's thing. I have no desire to see Bladedancer nerfed in pve. Doesn't mean that it doesn't need some tweaking in pvp though... * Destiny - Don't Date a Hunter: Why Hunters are So…: http://youtu.be/GKi30mhzglw Great video. It's Goldengun focused, but addresses Arc Blade which suffers from the same issue. Thanks to "Horrendous Noob" for the find. Destiny hunter Arc blade montage: http://youtu.be/XzUmSC2dip8 A little video reference for those that don't realize how long the power is active... ...or choose to ignore it. ;)

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  • Edited by Pyro 509: 5/3/2015 8:51:20 PM
    What you aren't taking into account with the stats that guy pulled is ability kills. The top 100 warlocks have more ability kills than the top 100 hunters & titans are right there next to hunters with ability kills - you are just looking at super vs super and not players skill and reason for choosing the class. Take all abilities into consideration when balancing, not just super vs super. Hunters have a really high agility and other perks in their skill tree that make them amazing for PvP. The reason they don't have the highest ability kills is because even though they can knock out 4-6 kills with their super (assuming the top 100 can consecutively do this cause they should have no problem) they aren't landing anywhere near as many kills with their grenades or melee. Warlocks have the best melee in the game, regen health or grant an over shield along with the good range it has its far superior to hunters melee. Titans have shoulder charge which grants a OHK. Both titans and warlocks also have the best grenades in the game - fusion grenades and the ability to not only carry 2 but spawn with 2 if they are wearing voidfang is OP in itself - sure a hunter can get 4-6 kills with his super every X number of minutes, but I can spawn with 2 OHK sticky grenades with the most aim assist in the game every time I die - if I was in the top 100, that's at least 2 kills every life right off the bat and more each life if I have a high discipline. Not to mention warlocks that rock radiant skin and actually pop their supers when they are up instead of waiting till they die. I can throw out 8-10 of those OHK grenades during my super and don't have to cross the map to hit people across the map leaving me in a safer place while using my super. Then there's my titans lightning grenades that gets me at least one kill almost every time I use it. I wish I could be that consistent with my trip mines, but they are the hardest to land a stick with and rarely do people actually walk by it when it is stuck on the wall. Over shields, weapons of light, sticky grenades with high aim assist, grenades that deal high damage or cancel abilities, grenades that follow people across the map, along with a guaranteed kill each time you activate your super (unless you missed) and not having to worry about losing it because you got killed upon activation. Shoulder charge, over shields (from melee) , & health regen from melee attacks with the range of shotguns (excluding felwinters). Hunters don't complain about these abilities being OP because we know our super balances things out, but titans and warlocks just want to complain about what they don't have. Trust me, bungie watches the numbers and if something is largely unbalanced than they will step in, but just because people complain doesn't mean they are going to Nerf (at least) 1/3 of their player base to satisfy the minority that complain. Edit: not all titans and warlocks complain about this, it was a generalization because it's always a titan or warlock complaining about it - most players understand the balance or don't care because they are more focused on their skill and their guardian - I love my warlock and titan and I don't play blade dancer in PvP with my hunter (I actually PvP with my warlock more than the other 2 classes). #3masterclasses

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