JavaScript is required to use Bungie.net

#feedback

Edited by Leaf Shimmer: 10/12/2015 4:27:04 AM
24

Bladedancer: highest risk, least orbs

On the PvE side... When endeavoring to crowd control the weak minions of the darkness, Bladedancers are nowhere near as efficient as other supers. With every slash, super is quickly lost, and by the time it has been entirely consumed, you're still surrounded my minions. A Sunsinger would have wiped them all out and a Fist of Havoc or Nova Bomb would have been less risky. When attacking a stronger minion, Bladedancers are at their highest vulnerability against melees (and anything else shooting for that matter) because of high HP yellow bars. Having to stand next to a yellow bar and swipe again and again is a risk no other class has to deal with. Yet, such a kill will only yield two orbs, half the production of other classes. Someone once suggested that Arc Blade stagger minions, which is not a bad idea. That said, it could be argued that Bladedancers produce less orbs because they can act as invisible medics. That is true. However, it is not the only subclass to provide beneficial side effects to the rest of the fireteam. For the purposes of finding common ground, I have assumed in my previous examples that the super modifier perk of choice is Vanish (not Showstopper or Razor's Edge), meaning that Bladedancers can turn invisible at will during an active super. A Bladedancer invisible medic is comparable to the Sunsinger lifeline (if everyone manages to wipe, they can self res and revive) and the Defender health or damage buff (which not only benefits them but the rest of the fireteam as well). Unlike the Bladedancer, though, a Sunsinger can cap out on orbs and continue to deal damage while a Defender, though not offensive, can provide a safe zone capable of producing many orbs. The reason why I chose to compare Bladedancers to Defenders and Sunsingers is because they're arguably the better choices for difficult PvE. On the PvP side... Bladedancers are supposed to be high risk, high reward. Seeing as they can lose both their life and super during its activation, I think they should be able to create as many orbs as the other subclasses. It is the easiest offensive super to counter. Fist of Havoc, Nova Bomb, and Golden Gun will all stop it with relative ease. A well timed shotgun or fusion rifle followed by a melee will stop it and sometimes a shotgun alone will stop it. Snipers will do the trick at a distance. Heavy weapons, of course, work too. Essentially, anything but your primary is a good choice (unless they're at a distance). There's really only like three ways you'll be easy pray to Bladedancers. One, you panic. Two, you're caught off guard. Three, they have Blink. If they have Blink, find the nearest ledge and jump over it. Blink will eventually get nerfed, so... There you have it: reasons Bladedancers should be capable of producing a few more orbs. Edit: Someone replied post-TTK, so I'll update this to say that now that we have the new TTK supers that shine in both PvE and PvP, I see even less of a reason for Bladedancers to not have the same max orb capacity as everyone else.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Maybe you Could make the hunter spawn two Orbs when he turns invisble the first Time.because je willingly sacrificed the aggressive perks for a defensive one. Or You Could give the hunter an exotic armor witch creates Orbs when reviving teammates(Maybe Even more while beeing invisible??) This would make the hunter an ultimate Support Medic

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    1 Reply
    You are not allowed to view this content.
    ;
    preload icon
    preload icon
    preload icon