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Edited by Brambo: 10/26/2016 8:55:59 PM
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Why hasn't anybody noticed Shinobu's Vow?

Bladedancer's never scared me so much in the crucible. It's worse than if Sunsinger's had 2 firebolts pre-nerf. Invisibility, permanent quickdraw, hardest ROAMING super to shut down, and now best grenades. Can't seem to beat them so I guess I gotta join them. Am I the only one? Edit: a lot of you don't like my opinion of the Bladedance super. Only reason I stated that is because of hungering blade and the evasiveness of the blade swipes/blink. Yes there are times that you can get your shotty/melee off because the blade shortstops in front of you. Congrats, you got lucky. I've shut down Sunbreaker's and Stormcaller's a lot more often than blade's.

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  • Being a bladedancer hunter, I say keep em ;)

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    • Edited by Ness: 10/27/2016 4:25:12 AM
      Bladedancers are hands down the easiest super to shut down. Storm Callers, Sunbreakers, Golden Gun, and a Sunsinger that isn't an idiot are all more difficult to shut down. Bladedancers can easily be shut down with a handcannon body shot while they're far away + shotgun melee. If you get 2 or 3 handcannon shots off, you might not even need the melee. Couple that with the often crappy hit detection and you get a super that is much easier to shut down than any of the others. As for the grenades, they need to do less damage. There is no reason Shinobu's Vow gives allows all skip grenades to have 5 projectiles instead of 4. It already takes less skill to use than normal skip grenades, and now we're giving them 2 of them that do additional damage. I'm a Bladedancer main, but even I think that's too much. Take away that 5th projectile, or don't give them 2 grenade charges. You can't have both. Imagine how OP Void Fang Vestments would be if they gave you 2 grenades off of spawn that dealt extra damage. Shinobu's Vow isn't too bad, but it does need an adjustment.

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    • Blade dancer wrecks storm trance and I'm a warlock hunters are the biggest vaginas

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      • Skips need a nerf

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      • Edited by PushedBean764: 10/26/2016 9:02:29 PM
        Bladedance is literally the easiest to shutdown with how the meta is right now. A simple shotgun animation cancelling melee (you don't see any melee animation, yet you still die by melee) and you're dead. Hell, your shield may only be down halfway but a Cancerdor can still one shot you mid-super

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      • Hardest super to shut down is fist of havoc. It will beat any other super, provided that they are in range

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      • I have! All I did last week was throw skip grenades in mayhem. I got up to a 10 kill streak and the highest score in one game XD

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        • I followed you until u said hardest super to shut down and I don't even main a hunter

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          • Hardest super to shut down? That's when I stopped taking your post seriously.

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            • The only reason people don't complain about skip grenades is because they kill you. If they were like firebolts and slowly brought you down to low health then everyone would be complaining about how op it is to leave you with low health for such a long period of time.

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              • I've killed more blade dancers. I wouldn't say luck as it seemed more bad skill on the users part. Now a GOOD blade dancer kills you before you know it and in a small space you can't escape. Stormcallers are next for me and sunbreakers last.

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              • Edited by Dexterem: 10/26/2016 6:11:06 PM
                I can understand your plite and even agree with some but.... I belive your aggression is misplaced. The super from a utility stand point is strong being a roaming supers capable of range (razors edge), an aoe ( can't remember what it's called, and vanish which is useful everyonce in awhile but can't say it's that hard to stop. But I digress what is bungies deal with giving hunter exotics that give hunters 2 grenades and enhancing them. Shinobus vow, ahamkaras spine, and sealed grasps. It appears that bungie is buffing hunters through exotics for pvp without actually taking into consideration the effects it will have on an already dominate class. Not sure if bungie is lacking in exotic creativity or just gave up.

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              • Didn't think I'd like exotic arms more than the spine... or the sting... till the vow came along. It's a PVP wrecking machine in the right hands. Love mine !

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              • Arc Blade = hardest super to shut down? wut

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              • Edited by FixtusBlack: 10/26/2016 5:21:10 PM
                It might be because it's hideously unattractive. I know that's a big part of why I haven't been using it.

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              • I don't see skip grenades that much, mostly wombo combo and memory of Felwinter

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                • Is there any way to avoid them instead of running like a scared grunt? You can avoid axion bolts by sliding or sitting, but skip grenades, I can't find any way

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                  • Everyone noticed them...a year ago

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                  • Sorry but it's by as good as you say

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                  • Clearly someone that does not play hunter. Blade gets one banged by a matador 9/10 times. If your running invis in crucible I would probably recommend you quit hunter. Nerf the only grenade the blade dancer has that is any good? Yeah ok !

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                    • Hey, you dense motherfker, did you just say 'hardest super to shut down'? Just making sure I read that correctly.

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                      • [quote]Invisibility, permanent quickdraw, hardest super to shut down, and now best grenades.[/quote]LOL Hardest super to shutdown? It's absolutely the easiest, shotgun+melee and move on. Can't believe you even wrote that. Invis is not viable vs decent players and above, hence why practically no one uses it What's more the exotic makes the nades good, but then again that's only with an exotic, if you put on the vow you lose out heavily on movement abilities (blink sucks, control jump only good with bones) Finally the melee has trash range. [quote]Edit: a lot of you don't like my opinion of the Bladedance super. Only reason I stated that is because of hungering blade and the evasiveness of the blade swipes/blink. Yes there are times that you can get your shotty/melee off because the blade shortstops in front of you. Congrats, you got lucky. I've shut down Sunbreaker's and Stormcaller's a lot more often than blade's.[/quote] Lies spoken, stormcallers and sunbreakers both can hit from range, meaning far less chances to kill them. In "defending" your earlier post you made yourself sound like a Y3 player.

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                      • As long as you can move, there's no reason to ever be killed by those grenades. I'll take the Tarantella over Shinobu every day of the week.

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                        • lol nobody's noticing them

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                        • [quote]hardest super to shut down[/quote] RIP brain cells.

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                        • Edited by RingersCheckmate: 10/26/2016 4:37:55 PM
                          You say you have good agility with swiping using arc blade, but we don't. Missing an arc blade hit destroys our super time, meaning any bladedancer that mashes melee is going to get 1/2 kills every super at best. Still easy to shut down though, it just takes some primary ammo and a good special ammo dump. By staying back you're giving yourself a lot of time to shoot it. And sunbreakers have cauterize, voidwalkers have life steal, and I think strikers have some melee perk for health regen. What's wrong with bladedancers having hungering blade? [spoiler]All bladedancer has left for a grenade is skip. Since arc bolts got hit, people went to skip grenades since flux doesn't have the most reliable kill on stick. [/spoiler]

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