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originally posted in: Bladedancer, fix it.
Edited by Raza582: 1/25/2016 10:14:15 AM
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Arc Blade - Fix backstab to proc on ... backstabs and hit registration on Arc Blade's super. Major PVE damage increase. Shadowshot - Shadowshot effect needs to activate immediately to prevent the opponent klling the player using the Shadowshot before the effect happens. PVE its fine. Golden Gun - Achlyophage Symbiote shouldn't take the Golden Gun duration down, restore it to full. Major PVE damage increase. Fist of Havoc - Major PVE damage increase, its fine in PVP. Sunbreaker - Remove the nerfs bar cauterize and simply tone down the grenades and horseshoes perk on each hammer to where it has to be a direct hit for it to kill. PVE damage increase as it was nerfed due to its PVP effectiveness. Voidwalker - Major PVE damage increase, its fine in PVP. Oh yeah and skill based matchmaking NEEDS to go Bungie, look when Treyarch put it in, within 24 hours they removed it, you have had it in for months and pvp has been absolutely ruined because of it, it just does not work, remove it. There is no point in having closer matches if everyone is just going to have a red bar connection, use your brain.
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  • If shadow shot procs immediately then someone could walk into the edge of it and be slowed, but immediately walk out again because they are on the edge. If it takes a second to activate, someone could get closer to the center before becoming snared

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  • If Shadowshot happens immediately than the armor buff they get needs to go away.

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  • I totally agree with all those changes

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  • I agree with most of those changes. But i think that the symbiote is fine as it is right now. Sunbreakers are very good, the only problem with it is the bug with the proximity denonation.

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  • I agree achlyophage symbiote should not take the golden gun duration down. it makes the exotic useless and i dont think anyone uses it now. id rather have longer duration. id even say the duration from regular golden gun without the exotic should be extended by 10 seconds.

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  • Golden gun lasts approx 12 sec, A.s.+Golden gun 9 sec. They just need to undo the duration nerf to the symbiote and it'll be good again

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  • No, if you pop your golden gun in an inopportune situation you should be punished. Duration is fine.

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  • my question would be is golden gun the shortest super now? how is the duration in comparison to titan hammers that they nerfed and should not have. we all know storm callers duration for the super is insane. thats why i say golden gun should get a longer duration comparing it to other supers in the game.

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  • I disagree, but I say that because I cross-mapped 3 people on the Spark yesterday with my GG. And if we wanna get technical.. I think a "Gunslinger" would draw, fire rapidly, and holster the gun.. not draw...run all over the map looking for targets.. finally find someone and fire.. no.

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  • ya i tried bladedancer in pve and it needs a serious damage buff. i dont know why they never increased the damage for it. but keep it the same in pvp.

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  • 10 Extra seconds for a super that will one shot anything from any range on the map? No way, thats pushing it for how effective golden gun is, it should last at the absolute most of 15 seconds, it currently lasts 13 seconds which is just fine, I believe its 11 seconds with the symbiote on.

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  • Edited by Dr Livingston 9: 1/26/2016 1:56:55 AM
    It would not increase the number of shots. you would still only get 3 shots and 4 if you use symbiote. look at how many hammers titans use. golden gun runs out quick where you might not find more people on the map and it runs out. look at how many people a storm caller can kill . titan hammers last longer then golden gun i think . they have more then 3 hammers. its 3 seconds less for when the user is using symbiote.

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  • but Titan's can't cross map kill without practice or luck using Hammers.. a GG just points clicks and kills.

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  • I need to play hunter.

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  • I agree. Titan WAS my main... but until the shoulder charge glitch gets fixed it's Defender, Sunsinger, and Hunter for me. lol.

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  • Just gotta figure out how to maximize the hunters potential. Idk how.

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  • Edited by Hawpy: 1/25/2016 3:09:22 AM
    Sunsinger - Radiance is irredeemable in PvP, at least make it [i]good[/i] at being the Support Subclass it was intended to be (at present, there are 2 perks in the entire Subclass that are Support-based, being Song of Flame and Sunburst)

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  • It has the best grenade for pvp in the game and the best melee with a super that allows you to have multiple of them, its not entirely a support class, its a class with a mix of offence, support and defense which is why it is so powerful. Sure a Sunsinger may not have a special ability but thats because of how strong its grenades and melee are, however having a constant dot build on all your abilities just provides a huge advantage that easily makes it compete with a super that has a special ability. Sunsinger is so powerful and it really doesn't need a change in pvp or pve, its fine the way it is, no need to fix something that ain't broken.

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  • Edited by Hawpy: 1/25/2016 4:27:19 PM
    Yet Striker has an excellent grenade in Lightning, an equally good melee in Shoulder Charge (not even needing to mention Storm Fist) and a powerful Super. Nightstalker has the phenomenal combination of Smoke + Voidwall and Shadowshot is far from bad in PvP. To call Firebolts the "best PvP grenade" is a bit off. Best at what? It sure as hell can't zone off a Control Flag or damage that is always lethal to a single target. They are great when used tactically, but otherwise, simply running away neuters them (same problem as Axion Bolt). Radiance suffers here too, sure, it gives you good ability cooldown, but it entirely lacks killing power, nor does it provide a benefit to your team? If it's primarily a roaming, damage-dealing Super, it's by far the worst. If it's primarily a support Super, it's still the worst, so what the hell is it good at? Melee-wise, Flame Shield is very good, no denying that, but the best? Not so sure. Remember that it has to compete with - Shoulder Charge - FrontStab (saw a Trials streamer go flawless yesterday because Backstab triggered against an enemy that was facing him) - Surge/Life Steal combo when Voidwalkers use The Ram Keep in mind that those 3 Subclasses all have Supers that do what they're intended to; While Sunsinger may have fantastic individual abilities, when it's looked at as a Subclass on the whole, it's sub-par. If you have 2 guns that both function perfectly, but one is strictly superior to the other, you have no reason to use the inferior one despite it working. Your "Not broken, don't fix it" argument falls short here because even if it isn't broken, it's inferior.

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  • The reason the firebolt grenade is the best grenade in the game for pvp is the dot. The only enemy that can get away from it, if it's a well placed grenade, is a nightstalker with shade step. The dot keeps you out of the fight for so long that it may as well kill you. In a game mode like trials, you can't return to the fight while the dot is ticking away or you will be a literally one shot kill. So you wait. Upwards of what, 10 seconds. That's overpowered. I think it validates the class, since with your super you can fling 7+ of those grenades, come back from the dead. Or be an absolute tank, with over shield melee and grenades, all with burn. It's a great pvp subclass.

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  • Sure, Radiance allows you to throw lots of grenades. One Firebolt will never kill a full health player under any normal circumstances. In the time it takes for you to throw [b]one grenade[/b] , every other Super in the game has time to faultlessly counter you, provided that the enemy has a functioning brain. The thing with Firebolts is that if they're going to kill a weakened player, they're slow at it. If you know that you're going to die by sitting there and doing nothing, you might as well make an attempt to get a kill - a kill that could so easily turn the tide of a match in Trials. Yes, they give you information and trigger DoT, but why have that unnecessary risk when a well placed Solar Grenade forces their movement to your liking, or a Fusion Grenade guarantees the kill? Not to mention that Firebolts have strange hit detection and often make attempts to hit enemies through walls.

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  • Nice changes, agreed with all.

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