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Destiny

Discuss all things Destiny.
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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  • 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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