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Destiny

Discuss all things Destiny.
Edited by griffincol: 1/17/2016 8:57:58 PM
27

Should Warlocks face Bungie's Nerfhammer?

Yes

177

No

179

STOP TRYING TO NERF EVERYTHING TO THE GROUND!!!

557

First off, it must be noted that the amount of people calling for nerfs is too dang high. All of the classes have specific abilities that grant them advantages over the others, and vice versa. That said, some subclasses have certain traits that enhance specific aspects of their game that others lack. I have been playing for over a year, nearly exclusively as a warlock. Specifically, I main a stormcaller, in both PvP and PvE, though switch to the other subclasses when needed. My experience includes many flawless runs and raid completions, so I do know what I am talking about. PvE- This is going to be short, since my main focus is on PvP. Though whenever Bungie wields its nerfhammer to balance the Crucible, it inevitably (and negatively) impacts the subclasses in the vast majority of Destiny, the PvE aspect. Voidwalker - There is nothing overpowered about this subclass in missions and strikes, yet it is not underpowered either. Who does not want an obsidian mind voidwalker clearing ads in the undying mind strike? That is one of the funnest (yes I know that is not a word) super builds in the game. If anything, I would boost the damage of nova bomb so it could kill a yellow health major, but that is not necessary. Sunsinger- What about hard mode Oryx, and someone dies? I bet you want them to be able to self revive. The other week, my raid team killed the last daughter just as she finished her song. This wiped us all out and left her dead, but the darkness screen appeared and was about to deny us the kill. Lo and behold, I had a fireborn sunsinger and saved the day (while promptly t bagging everyone else). The grenades are not too powerful, and the melees do not matter that much (yes I know flame shield is amazing here too) in PvE. Stormcaller- Also know as mob clearance machine. Put a stormcaller on the taken thralls in Golgoroth’s lair and your team has nothing to worry about. Its damage is fine, its chaining is good, but, when using transcendence, it lasts quite a while. But who does not want that in a raid? Using arc web with a storm grenade also adds to the fun. PvP- This is where all the complaints begin. Undoubtedly, warlocks are good in the Crucible right now. Overpowered? I would say no. Each class operates uniquely (or at least they should), and titans and hunters are also solid choices to main in PvP. Voidwalker- Of all the warlock subclasses, this one has the least amount of complaints. I mained a voidwalker in year one. The grenades are versatile, the melees basic, and all in all, nothing out of the ordinary from the other classes. The super performs as it should, and no perks make the subclass dominant. Available exotics include obsidian mind, nothing manacles, and voidfang vestments, which are all good choices, but do not make the subclass something that stands out as unbalanced. I went into Trials of Osiris with two scatter grenades to get to the Lighthouse. In PvP, I would not really change anything about this subclass. Sunsinger- The biggest problem with this build is the burn. If the latest sunbreaker gauntlets come out, that add another solar grenade and make them last longer, I will use that grenade plus a full burn build. As of now, they are not as good as fusion, which should probably be brought in line with the damage other sticky grenades do, or firebolt. Firebolt by itself does 87 damage, which is not overpowered. Add the 11 ticks of 7 damage the burn does and that is 164. Nearly any damage from a primary is able to finish someone off at that point, making it suddenly very strong. Add the auto tracking and people are calling for nerfs. In a one on one melee battle, they also have the upper hand due to flame shield. This causes three melees to take down a sunsinger unless… a bladedancer has backstab, a gunslinger gets a headshot with a throwing knife or a body shot with burn then melees, a nightstalker throws a smoke bomb with envenomed at his feet then melees, a sunbreaker gets a melee off with his ability and a regular melee, or a striker gets a melee off with his ability and a regular melee. That will cause the warlock to still die in two melees. Really puts that into perspective. The fact is, the sunsinger’s neutral game is suppose to be strong- his super is based off of it. Radiant skin no longer can stop a golden gun shot, and let’s be honest, how many “And Stay Down” medals have people gotten? My guess it quite a bunch. Now the voidfang vestments are my choice exotic for this subclass, since having those ever powerful burn-bolts add to the strong neutral game. In PvP, I would agree the burn is potentially overpowered, but I am not going to say what should or should not be done about it. Likewise, Flame shield is strong, but I would say not too strong. Stormcaller- As my main subclass, there seems to be some confusion as to some of its abilities. I will start of saying, as a whole, the grenades are not as strong as those of other classes. Arcbolt was hit hard in damage (91 instead of 122) and range, storm hits hard (around 175 total) but is delayed with two waves and is easy to jump out of, and pulse has a large delay between damage phases (hitting at 60 damage). The melees, on the other hand, add melee/grenade/super energy on hit, chain if someone is nearby, and add even more range to an already long range melee. I love using the arcbolt/palmscope combo with amplitude to take out close range opponents. The distance of the melee is quite substantial, and I can see why people feel it is strong. On the flip side, stormcallers have no grenades or melees that can kill a solo guardian at full health (except for pulse, which seriously, if you die from that without taking any other damage…*tear*). Now onto the super, which is a whole nother beast. Initially, it lasts 15 seconds, you get 50% damage resistance, you move at around sprint speed (depends on you agility stat), and holding down the attack button makes your super bar drain slightly faster. That is definitely balanced. Add landfall, a mini fist of panic (sorry havoc), superconductor, which chains to more people (3 to 6, no change in range of chaining), and ionic blink, which regularly takes about 1/8 of your super bar every time it is used (this is my preference without a doubt). The main problem with the super is closing the gap to your next enemy, which is why ionic blink is good for my play style. Landfall has a much smaller area of impact and only kills on a direct hit, though also blinds anyone it hits as well. This is why I run with the impossible machines, which is undoubtedly the best stormcaller exotic right now. This makes the super even stronger. And now we get to the perks. I do not like pulse wave or amplify, which leaves transcendence. This perk is amazing. If you do not use your grenade or melee, it adds 8 seconds to your super. Now the cost is, even if someone is at low health in melee range, you cannot melee. Or if someone is low around a corner, you cannot throw a grenade. In my opinion, the benefit of health regeneration and a longer super far outweighs the costs. And, I agree, the duration may be too much. I had time in doubles this week to team wipe my opponents, discharge the probe, glide to their spawn, and team wipe them again. The last perk tree is balanced, though my personal preference is electrostatic mind since I love the super. The other two can also lead to successful play depending on your personal style. Finally, you need to understand that stormcallers are not unkillable. To summarize, voidwalkers are fine, sunsingers could use a relook at their burn, and transcendence on stormcallers could drop by a couple seconds or deplete your grenade and melee energy when cast. Keep in mind I am a warlock main saying this. Now understand I am not saying that titans and hunters are good where they are. Some other subclasses could use minor buffs or nerfs. But the key word here is minor- I am not trying to get the class destroyed… *cough* *cough*… You know what I am talking about. I am interested to hear your ideas below, but please, act like the respectful, mature guardians most of us think we are.

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  • Bungie doesn't nerf they ruin.

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    • Edited by Erijian: 1/18/2016 7:38:27 AM
      [quote]Radiant skin no longer can stop a golden gun shot[/quote] Wrong-o; a max armor Sunsinger with Radiant Skin will live a Golden Gun shot with 1 HP. I do it all the time in normal Crucible to catch people by surprise; but in level-advantage enabled game modes you need to be at their LL or above to live it. Remedy this by just using The Ram and you're good to go regardless of their LL. GG does 437/8 damage with no damage drop off and is reduced to ~196/7 against Radiant Skin Sunsingers; who can achieve 198 HP through a max armor build. [spoiler]Funny enough on our Lighthouse run this week; a Gunslinger decided to pop his Golden Gun when I activated Radiance since we were both the last Guardians alive. Little did he know I just didn't care about it and sat right next to the corner waiting for him..And when he came around he shot once, hit me and brought me to practically no HP, and got instantly killed by my melee. Needless to say it takes people by surprise. You also live 31-Impact Sniper Rifle headshots so it's far more versatile than Fireborn IMO.[/spoiler]

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      • when everyone else has had their share of [i]play style changing[/i] nerfs. then we can stop trying to nerf everything warlocks have had it good for too long

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      • Edited by GammaTron101: 1/19/2016 3:19:39 PM
        These remind me of the "don't nerf Sunbreaker posts" I hope that you remember that... [spoiler]They didn't work[/spoiler]

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      • Just don't touch my voidwalker. Could use some talent changes but what subclass doesn't?

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      • Edited by Kirby235711: 1/20/2016 2:18:03 AM
        The only warlock nerfs I want are for flame shield to be toned down, self res to bring you back with half health, and transcendence to use up your grenade and melee and only increase the super duration by 5 seconds, but prevent attacking/blinking from further draining your super. Other than that, buff away.

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      • The classes just need to be brought in line with each other. I wish Voidwalker had the power to nova bomb Atheon in one shot, but it doesn't just like I wish Golden Gun would 1 hit kill ALL yellow health enemies and then do maybe 4% damage per bullet to a final boss, but obviously it doesn't. The only thing I want to see changed is stormtrance... it lasts too long, it's range is too good, and the damage is too high, all 3 of those need to be slightly adjusted.

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        • Stormcallers feel balanced to me just because of how easy they are to kill. If the start frying you with their super within shotgun range, one good shotgun blast and a melee will kill them typically.

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        • I'd rather see cheaters face the bungie ban hammer instead.

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          • I disagree with a nerf, but if anything just fix storm trance to appease the people who say it lasts too long. Sunbreakers didnt deserve such burtallity, if they adjusted cauterize that.wpuld have been fine.

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            • That op ass melee range and the extended range on stormcaller is uncalled for

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            • -blam!- off mate, they are the only balanced class now and nerfing them would pretty much ruin them

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            • Nothing is wrong with storm caller it could just do with losing a tad of it's duration, other than that I have no complaints about any class

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            • Tldr. Btw that is a thing with almost every game. At first devs release some op characters/classes so people will buy them to have an edge over people who didn't. Then they nerf new classes because balance.

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            • I hate it when people complain about the burn time on warlocks, in order to get that type of burn, we must give up the ability to wield two grenades, and the ability to have a longer radiance. Now if they made other perks that were more desirable, then maybe I wouldn't run burn a majority of the time.

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              • Can we please just stop nerfing everything because of pvp? Us PvE'ers are suffering because of it

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                • I think they're fine. I'd be more inclined towards buffing them somewhat.

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                • I play mostly a Warlock and I don't feel any more powerful than the other classes.

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                • Flame shield needs to be activated upon KILLING something not hitting

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                  • Unfortunately, this post has too much logic for most people to handle. I agree with the statements in pve, though that's not really the focus. When it comes to pvp, I'd say u have a good grasp on some of the problems, us non warlocks face daily in the crucible, but here are some miniscule changes I'd like to see considered by our friends at Bungie. Keep in mind that these come from a huntard main. - I feel that nova bomb should not be able to kill you. I mean, it's currently the only super in the game that can, unless u chuck nades at ur feet while in radiance. (Really?) Being able to harness the power of a purple explosion shouldn't stop when the super is cast. - Radiant skin should be able to shrug off a gg shot. U should be rewarded for using an ability that makes it harder to kill u. Aside from those points, I agree with most of urs. ;-)

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                  • I think the burn shouldnt kill you. It keeps burning for the same duration to prevent you from recovering health, but leaves you at one hp.

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                  • I don't really care much for the Storm Trance. The Viking Funeral on Firebolt Grenades have needed a nerf for a year now.

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                  • Edited by ShadowFSN: 1/18/2016 1:26:10 AM
                    Didn't even read.....just read tittle

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                  • I'm a little mad with void walker because most supers get at least range or duration. Foh has neither and nova is better in every way besides height so I don't see why titans get foh. Its like it was an after thought to give strikers a super

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                  • 2 of the answers are the same answer.

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                  • I can't say anything about stormtrance I never unlocked it, but as someone who used warlocks sunsinger in pvp... yes they are op. They're filthy. Voidwalkers take showers in the morning but sunsingers don't and have dirt under their nails and have greasy hair... My goodness man one little tap with the last word and a firebolt nade is enough to kill a fully armored guardian! And the firebolt nade seeks! And even so, why run 2 firebolt nades that won't kill with no burn (88 damage I believe) over a full burn build?! I haven't called for anything but a thorn and last word nerf in year 1 and I think this needs to catch the nerf hammer

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