I apologize in advance for the lengthy post, but please bare with me.
Karnstein Armlets is a Warlock exotic arm piece. BEFORE the CoO patch, the perk for these, called Vampire's Caress, was as followed:
"Melee attacks grant health recovery and melee, grenade, and class ability energy".
In other words, every melee attack successfully landed with these equipped will grant the user roughly 3-4 secs off all of their abilities (excluding supers) if they were to be on cooldown. They'd also grant the user about 10% of their max health back instantly. This perk would also activate during the Stromtrance super, synergizing very well with the Stromcaller subclass. (Note - not every tick of damage, or "zap" would proc this perk when attacking a target consistently. In this situation, the perk would activate about every 4-5 ticks of damage)
AFTER the CoO patch, the new perk is as followed:
"Melee attacks grant increased resilience and mobility, and they highlight injured enemies. Melee kills greatly restore health".
I was surprised when I saw this change, but I will break it down and explain it as best as I can. Let's talk about the mobility/resilience increase first:
From the moment of impact with a successful melee attack, your mobility and resilience will instantly increase and last about 7 secs (there is no on-screen indication when active unfortunately, but it can be refreshed before expiring), but by how much? After testing this for awhile, the best way I can describe it is that your mobility and resilience act as if they are at max (10 points). However, It does NOT take into consideration the amount of points invested in those stats to begin with. So in other words, if you somehow managed to have 10 mobility and/or resilience on your Warlock (which is impossible at the moment), you would NOT see a difference. If your recovery stat is at 10, you could think of it as having all 3 stats at 10 for the duration of the effect.
The next part states that it highlights injured enemies. This simply means that during the mobility/resilience increase effect, any enemy that is below 50% of their max health will be highlighted in red on your HUD as if you were looking at them down the scope of the MIDA Multi Tool. This only works for yourself, meaning that no enemies will be highlighted for your allies as well.
The last part states that melee kills greatly restore health. When you kill something/someone with a melee attack, you will be instantly granted about 40% of your max health back. Although the health gain is higher than it was before, it will only activate when you KILL the target. Simply striking them with melee attacks will not grant you any health at all.
*Important Sidenote* - This new perk does in fact work during your Stromtrance super EXCEPT for the last part. Killing enemies during Stormtrance will NOT give you health back!
Now it sounds like you get a lot out of this new perk for this exotic, but in actuality, the changes are very lackluster and it leaves me very disappointed. Allow me to explain. With the old perk, there was this High Risk/High Reward feeling when using these gauntlets. The high risk part is you having to be in close proximity to the target(s) and essentially rely on melee attacks to deal damage and make the most of the exotic. In a more difficult setting (Nightfall, raid, etc.) this could very well mean costing your life. However, the pay off was instant no matter how many melee attacks you landed! The perk gave you some health back to give you a fighting chance in those close-quarters situations, but the real high reward aspect was lowering the cooldown of your abilities with every melee attack you landed. It meant getting your rifts back quicker to keep you and your teammates alive. It meant getting more grenades to effectively defeat mobs of enemies or deal high single-target damage to stronger enemies. It's not like in order to make this exotic work you have to run in the thick of things and start spamming melee attacks. It was still helpful in a pinch, even if you could only get 2-3 melee attacks in before your abilities came off cooldown. I feel the real value from this exotic, and honestly the real fun, came from how you strategize using your melee attacks in a way to where you could not risk your life all the time, but still get your abilities back quick enough to justify it's usage.
The fact that it worked even during Stromtrance was just icing on the cake, but justifiably so. As with the other classes' Arc subclass supers, you have to be in close-proximity, but are able to roam during it's duration. In PvP, you have to land about 4-5 ticks of damage to kill someone with full health during Stormtrance, but one hit from an Arcstaff or Fist of Havoc would be enough to kill. Same could be said for certain PvE enemies as well. Either way, I feel the health gain during Stormtrance wasn't really ground breaking or being abused in any way to make it feel over powered. It simply took a bit longer to kill someone in PvP (and in some cases PvE) during Stromtrance, so once again the health gain gave you a fighting chance of survival since it wouldn't finish off enemies/players as quick as the other classes Arc supers.
Also, the health gain you received back then was much more useful than the resilience/mobility you receive now. I'm personally not a fan of mobility (I have zero mobility on my Warlock), and having it increase in a melee/close-quarters situation seems pointless to me. If you're melee attacking one target after another, chances are you're SPRINTING from enemy to enemy, and mobility has no effect on sprint speed. As for the resilience increase, when you think about it, the 10% health gain back then was actually more "resilience" than increasing the stat itself. Getting 10% instant max health back is actually much more resilient than what a maxed out (10 points) resilience stat could ever negate in damage. Yes, you do in fact get more health back from killing enemies, but I have no incentive to do so unless I need the health to keep me alive since the cooldown reduction for my abilities from melee attacks has been completely removed.
Overall, I feel that this rework to Karnstein Armlets was not necessary at all. It's not like this exotic, back when it was good, was breaking the game or giving players a hard time in PvP. In my opinion, there was nothing "broken" about this exotic. Considering the high risk/high reward aspect of how it worked, and how the ONLY way to get usage out of it was to melee (and technically to Stormtrance as well), this exotic was very balanced and actually worthy of being called an "exotic". It took a whole lot of grinding to finally obtain this exotic, but once I did, I never took it off! I used it for all of my subclasses as a Warlock and it made playing as a Warlock even more fun. But as of right now, the exotic is basically useless. It could just be that it's useless because I'm comparing it to what it was before. But even so, it's useless on it's own accord. I really REALLY hope they bring back the old perk for it. For the very few amount of exotics that were changed in this recent patch, it makes no sense to me why Karnstein Armlets was one of them...and for the worst, too.
Whew...this about wraps up my thoughts about the change. Thank you all very much for taking the time to read this huge wall of text! I'm hoping that enough of us will sound off so they revert the changes made to this exotic, but I suppose only time will tell. I have a feeling that changing this exotic back is the least of their concerns at the moment, but it's still worth a shot.
TLDR: The new perk for the Karnstein Armlets is very underwhelming and leaves me thinking if this is even worthy of being called an exotic anymore. Please bring back the old perk when it was fun and effective!
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Dude I’ve been looking everywhere for a post like this. I wanted to know exactly how much resilience and mobility you get with a melee hit. How did you test this and get the values? Also, how did you test this during the super?
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I'm ok with that. I mean, kill heal on a super is one thing but damage heal is too much for destiny games. This isn't overwatch where we need this like reaper does.
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i understand your frustration, this was my favorite exotic as well since i play more aggressive but now this are just useless and honestly dont deserve the nerf they got, hopefully bungie brings back the old perk.
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I actually enjoy and like the change. Yeah we miss out ability recharge, but if youre like me and dont run max mobility or Any mobility at all the buff is sueful both in pvp or pve as you get a bit faster and tougher. In pve its like winters guile and devourer perk except no dmg boost. You can chain weaker adds while still strafing bullets. Its more situational of anything but if youre in a tough spot, melee once, bam, faster and tougher to get out of danger. Also the cool red claws that pop up on melee sgit are pretty sweet too.
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I agree with the general sentiment and miss the old perk. Buuut after trying the new one for a while I actually really like it too. 1. The health back is significant. 2. It melds well with the top tree of Sunsinger. Because there is no health back per hit it is much safer and more efficient to put a few rounds into a target and hit them once opposed to spamming. This also makes it feel a bit more natural (imo) and makes it less necessary to spam (which I like in retrospect)
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I appreciate the use of commas and paragraphs.
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I like the utility of having ghetto devour up when running a bloom build but spamming melee to get more sweet charged vortex grenades quicker will be sorely missed. Huh now just using Nezeracs Sin like everyone else is looking more tempting.
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Damn, this post was a lot longer than I thought it was lol.
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The change most likely caused a "frustrating encounter" for Wiesnewski, so he nerfed it.
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2 RepliesI hate this change. What the hell was the whole point of it.