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Edited by Retribution: 4/23/2015 7:53:44 AM
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Destiny's Current Class Balance PvE & PvP (Updated*)

Alright so I'm expecting to cop some of flak for this, but I need to get these opinions out there. Before I continue however I must state that I have over 1000 hours playtime and have all three classes maxed out at 32. I enjoy having all three classes and want there to be legitimate reasons to want to play all three in both PvE and PvP. Please read all of it before you get out pitchforks as most classes have elements that need to be addressed. Universal Change: -Reduce the tracking/aim assist of Fusion, Flux and Magnetic grenades. The Lock-on of these grenades is a bit ridiculous and does not require much skill on the players part to stick their enemy. A slight reduction would bring these grenades into line instead of them being a point and pull grenade to win situation. (Hunter PvE) As is stands now the Hunter is arguably the weakest choice in PvE because it is has nothing to offer in terms of benefiting the team in a PvE scenario. Both their super abilities are mediocre(gunslinger) or sub-par (bladeancer) at best. The only team utility the Hunter has is in the potential to go invisible and revive fallen comrades or because of the recent raid they have become useful for running the sword. The Hunter's supers need a damage buff in PvE they currently don't do enough damage to really impact the situation and are really lackluster when compared to other supers. Also Orb generation for Hunter's using Arcblade is terrible in PvE and PvP they should generate one orb per kill up to 8 orbs like all other supers. (Warlock PvE) The Warlock in PvE is a very useful addition to any fireteam. Sunsinger can provide a safety-net in situations where a self-revive is required such as Nightfalls or Raids in order to prevent a wipe or to prevent being a player down. The Voidwalker subclass was fairly underwhelming until the recent addition of the Obsidian Mind and Bad JuJu buff. The turns the Voidwalker into essentially a mobile artillery. As a whole I think the Warlock is the best balanced to PvE currently with the new Obsidian Mind addition to the Voidwalker's arsenal. (Titan PvE) The Titan in PvE is probably arguably better or on par with the Warlock for PvE. This is because of the Defender subclass. The Defender is the only Super in the game that can be activated and used to work towards another super (exception being Obsidian Mind for Warlock). However the utility of the Defender shield is game changing for PvE. The ability boost everyone in your fireteams damage by 35% is ridiculously good. Also the defender has been highly utilized in both Atheon and the Crota Raid. The Striker subclass has some good utility with the flashbangs or lightning grenades however the Fist of Havok is very situational for whether or not the damage is worth the risk of jumping into the fray. I would like to see a bit of an increase to Fist of Havok damage in PvE to make that risk a little bit more worthwhile. (Hunter PvP) Now this is where I'm going to cop the flak. I'm going to come right out and say it: Arcblade is too good. This is coming from someone who has a Hunter and enjoys playing it. The problem with the Arcblade super is that it has too much going for it. It has a 50% damage reduction and high mobility from the hunter base trait. This can be coupled with blink which increases mobility even more. The duration of Arcblade should be reduced slightly so that they cannot travel as far while in Arcblade (making it require more skill on where and when to activate it). Golden Gun is fine in it's current state it has no damage reduction and requires more skill than Arcblade. However Golden Gun can lose their super during activation animation which can take a while. I have spent a lot more time thinking though the Arcblade issues and have determined that reducing the damage resistance would break the super with weapons like Felwinter's Lie available. Which leaves a reduction to the time Arcblade is active for as the only way to balance it. Like I said before I would take more skill on the player to get multi-kills, instead of being able to blink around the map for roughly 10 seconds killing people. Also as previously mentioned Arcblade has poor orb generation and should be one orb per kill up to 8 orbs. (Warlock PvP) The Warlock again similar to PvE is pretty well balanced for PvP as well. The Sunsinger's Super is extremely useful for those clutch scenarios when your killed off a point by a group of enemies and need to self-revive to save the point or if you die near a heavy ammo spawn. Radiant skin is a cool Skill that can be chosen to give damage resistance, however it must be selected unlike the Bladedancer's innate damage resistance. The thing with the Sunsinger's damage resistance is that they are not as mobile as the Bladedancer and can be put down easier. Voidwalker in PvP to me is pretty much taking a lot of good things and putting them together it has Blink and Nova Bomb. Nova Bomb is essentially a free control point clear & potential multi-kill. The key point here is that it Nova Bomb requires you to commit to your super and you can potentially get zero kills if your aim isn't true. (Titan PvP) The Titan in PvP has some things going for it but nothing too crazy that makes it stand out. The Striker has Lightning grenades which are quite powerful at clearing flags or locking down areas. Also the Striker has the infamous shoulder charge... Which in my honest opinion isn't as OP as people try to make it out to be. The shoulder charge relies on the element of surprise (not easy with everyone having a radar), if the enemy knows your coming your going to get buckshot to the face from their shotgun. Now on to their Super Fist of Havok, which can either be used very tactically or very 'panicky'. The biggest complaint about the Titan Super is the speed at which it can be triggered and the 'noobie' way it is used to kill one player. Now what people need to consider is that Fist of Havok is essentially a higher risk Nova Bomb that requires you to be at the point of impact. Also you are locked into the animation and can be shot at. If you miss with Fist of Havok similar to Nova Bomb you get no kills, however what's even worse is that you are stuck finishing the animation looking like a complete ass. This however is the trade-off for the speed that it triggers at. The Defender currently functions fine in PvP many players opting to use Armor of Light and sit inside on a capture point with the shotgun at the ready. The Ward of Dawn can be easily countered with a Super or avoided by simply not entering the Ward. The Ward can also utilize Weapon or Blessing shields which can be useful when player with a party or coordinated team as it benefits everyone. The only issue currently with the Titan is there pitiful melee range, I'm talking about their standard melee ability not shoulder charge. The Warlocks melee has an extended 'push' range to it and the hunter has an auto-lunge if you will (this is even without the Blinkstrike). The titan however requires you to be right in whispering distance and has no range to it compared to the other two classes. (Summary) So in summary this is what I would like to see changed: Universally: Reduce aim/assist or tracking of 'stickie grenades' being: Flux, Fusion and Magnetic. Add more skill to use them. Hunters: -PvE buff to Super Damage -PvP nerf active Arcblade duration. -Give Gunslinger a small window during 'Cast' of Golden Gun which can return their super if they die. -Allow Arcblade to generate 1 orb per kill (up to 8 orbs) Warlocks: -Nothing needs to be changed. Bravo to the designers of the Warlock class. Although the fusion grenade aim assist will be a slight nerf I suppose :) Titan: -Increase the melee range. Make it more comparable to the other two classes. (This is the standard melee not Shoulder Charge) -Increase Fist of Havok damage in PvE. Make the pay-off of jumping into the fray worth the risk. **I was a bit to harsh on Bladedancer initially and with the addition of Felwinter's Lie a damage reduction would not be viable. I've since made a note of my experiences with Arcblade and vs Arcblade and deemed the only solution to balance the ability would be a reduction to duration. Which would make the player have to plan their attack better to obtain multi-kills similar to other classes. (Comet DLC) Now I really would like to see in the Comet DLC Bungie follow the pattern they have seemingly put in place or three types of Supers being Ranged, Close Quarters and Support. So in the Comet DLC I would really like to see the Hunter get a more support style Super that will benefit the team. The Warlock would get a close quarters super. Then finally the Titan would get some sort of ranged super ability. Another thing I would really like would be for the Titan to get Blink. It's not fair to the Titan's that Hunter's and Warlock's both have a class with Blink and they do not. Anything that you think I missed I would love to hear about in the comments! Let's try and keep it civilized guardians we are all trying to make the game better for all classes not just your favourite one.

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  • I believe the super damage should be increased for all of them in pve, possibly make them charge slower to offset the extra power but they are just underwhelming even nova bomb

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