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Destiny 2

Discuss all things Destiny 2.
Edited by KingJules: 9/30/2018 3:46:36 PM
71

Friendly debate; advantages/disadvantages, of all classes.

I never meant to start a class war, or get people riled up about a game. I don’t care what class you play as or think is best. They’re all great classes. I think hunters need a buff, BUT that’s my opinion. You don’t have to agree with it, you don’t even have to like it. When I wrote this post I didn’t think it was going to start a war. I hate seeing people getting angry at each other over what needs nerfing or buffing. And before you say hypocrite, know that I had lost multiple rounds of crucible so I was a bit on edge. I hope this topic becomes a friendly debate instead of a class war. I apologize for any offense from the previous post. Thank you.

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  • I pretty much only play with Warlocks but I think the Warlock melee needs a buff for PvP. It seems like Hunters and Titans get one hit kills for melee but it Warlocks seem to not get a one hit kill for melee? At least that's what it's been like in my experience.

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  • [u]Titans[/u] Advantages: OHK melee in each subclass (PvP) Highest jump/fastest lateral motion Helpful class ability Throwable -blam!-ing hammers!!! Disadvantages: ... ... Yeah, I got nothing. Butt towels, maybe? [u]Warlocks[/u] Advantages: Space magic!!!!!! Buffed grenades/supernova Insane healing capability Best class abilities Solid support exotics Best support abilities Disadvantages: Somewhat slow jump ability That's it Nothing else [u]Hunters[/u] Advantages: Best super-altering exotics Capes! Yup, that's all. Disadvantages: Slowest lateral movement Lowest jump height Least mobile overall Falsely advertised as "fast" Golden gun [i]sucks[/i] in PvE Most armor is too feminine? Terrible class ability Weakest support potential No vanguard leader (RIP)

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    • Anyone who thinks any class needs a buff clearly mains that class for the most part. It's inherent bias. Trust us hunters don't need a buff... lol. All classes are in a great place rn tbh. I'd say it's the most even it's ever been. They all have some good PVE subclasses and some decent pvp subclasses. The only thing I somewhat wish is warlock jumps weren't so terrible for jumping puzzles like Whisper but again that's my bias. (Although most people heavily agree our jumps suck dick)

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      • All i want, is my D1 ranged warlock melee back.

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        • Well this post escalated quickly🤣

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        • Titans = easy noob friendly class Warlocks= middle ground Hunter = higher skill ceiling

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          • I play warlock, and sectral blades needs a buff, thats all

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          • The hunter void class is basically the arc class except you turn invisible on launch and you can't turn yourself invisible on your own smoke bombs - that kinda killed it for me, was one of the only cool things about that class.

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          • Edited by Deadman: 10/2/2018 4:31:43 AM
            Kinda feel like nova bomb shouldn't hurt me if I cast it too close. Just an opinion. It would make it feel kinda like the titan slam but it would fix the slow moving complaints. Just get closer. But as it is now its tuff to use properly if your far enough away to not take damage the enemy is far enough away to out maneuver it. But other than that I think the classes are pretty balanced. Except throwing hammer melee. I hate that they have a 0 cooldown melee. And before anyone says "but we have to pick it up and that's not as always easy!" You CAN pick it up. Why not let hunter retrieve their knife on kills? Or void warlocks recharge on melee kills. Crap started complaining about titans... I'm sorry.

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          • Nova bomb vs pebble Nightstalker/ Blade barrage vs ceilings and doorways

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          • Hunters have great perks plus they have really good supers and mobility perks that give them an edge in both pvp and pve. They also have pretty good exotics that aren’t the greatest in the world, but are still some of the best to use. They also got blade barrage which is definitely the best super in both pve and pvp, hands down. Titans have pretty lackluster supers in terms of pvp, excluding hammer of sol and an exception to fists of havoc. But the new supers kinda suck, and the new subclass trees are pretty bad. The new sunbreaker super just feels kinda weak. Code of the missile is absolute garbage. However, Titans got the best exotics in the game, no debate there. Warlock subclasses are really good. However, Stormcaller is pretty bad for pvp, but still holds in pve. The new Chaos Reach can dish out damage but has some issues that need fixing. Nova Warp has also shown some pretty good success with ad wiping and decent in crucible. Handheld Supernova needs some work though, it’s pretty buggy. Even though Warlocks have good subclasses, they have the worst exotics.

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            • Really think it fits the gamer. For me I'm at my best with my Hunter. I like fighting by myself and am a big solo player. I like taking risk as well. Hunter is perfect for me. I like my titan in d1 more the d2. Most of the supers for titan I don't really like. I always end up using the hammer. Always left my warlock to always play catch up but lately I've been really enjoying my warlock game play. Titans have the worst jump....you just....go straight onto the air. Like literally. Lift into the air you go. Has no control where you go. But like I was saying. Everyone has a preference. Should match how you play the game. Some gamers will be better at being a hunter or a Titan or a warlock. That is what makes us each a Guardian. Happy Hunting my fellow Guardians.

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              • 5
                Your never going to get a civil debate about classes on this forum, and anything about hunters always gets downvoted by the other classes.

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                • I think all of the classes are, overall, pretty well balanced (as all things should be). However, there are some certain Supers that desperately need buffs. Nova Warp/ Bomb, Golden Gun (PvE), and Burning Maul are all pretty awful or at least severely outclassed by their respective counterparts. Thundercrash could use a little bit of love too, though it isn't nearly as bad as the other Supers mentioned. Also, the Arcstrider spinning thing is almost completely useless.

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                  • Warlock: Fantastic ad clear, great boss damage, great major clear, low cool downs, best support Cons: terrible jump, too reliant on team, too reliant on positioning Titan: meh ad clear, amazing major clear, good boss damage, fastest raw speed, god tier exotics Cons: trash cooldowns, close quarters fighting can lead to death quickly, has to over commit Hunters: great ad clear, bad major clear, fantastic boss damage, fast/instant cool downs, great jumps, self sufficient Cons: other than tether it has no team support abilities, can miss targets, close range capabilities suck P.S. I know some of the pros had cons in them but I kinda forgot to move em and got lazy

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                  • You don’t have to delete your post to add an edit...

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                  • Nova bomb versus tiny pebble in front of opponent

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                  • Edited by KaratekAlan: 9/30/2018 6:32:24 PM
                    Respectfully, hunters don't need a buff. Take a closer look at your victorious veteran emblem and you'll see why.

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                    • Hunters are actually quite weak at the moment. Spectral blades are not what they should be. Every hunter uses blade barrage to get out of 1v1s alive. The only good thing about the arcstrider is the ability to block. Voidlocks are op and have a new 1 hit ability. Yet another roaming super. Well of radiance is honestly only good in pve. The kamehameha should be tweaked so its not impossible to escape but not impossible to be hit with either. Some are having troubles with the way it activates and escaping is difficult between its movement speed and hitbox. Titans can again 1hit with shoulder charge. The warhammer is kinda lackluster. Sentinel is doing great, especially with the new giant shield. And thundercrash is fun to use but the duration should last a moment longer to get from A to B. I main hunter at the moment, but I play my other characters occasionally. Its no suprise hunters need more buffs and nerfs. Warlocks need a few tweaks, and titans are doing fine. This is from my experiences playing them/against them. Just my view on things.

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                      • I have only had time for 1 toon which is my Titan and I am sad to say the new classes are sub par. The ark "death from above" melee is awesome for PVE but in PVE it just tickles the enemy and whle you try to figure out which way you are now facing the enemy chuckles to themselves while they give you an atomic wedgie. The sentinel seemed good at first but whenever I put my shield up in the well against a tier 3/4 ogre for instance everyone just seems to move away instead of using the damage buff. Now I just clear adds with it. Worst is the stupid hammer that compares me jumping on the trampoline with my kids and making them bounce so high they enter orbit and while I wait for them to re-enter the atmosphere my super run out.

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                      • It’s pretty tough to discuss the advantages/disadvantages when each class is so varied. They all have pros and cons that make them good or bad in various situations. But I think we can all agree that it’s hilariously frustrating that other sunbreakers can pick up anyone’s throwing hammer.

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                        • You’re just bad kid. Hunters are the most crutch class in the game. https://youtu.be/STVwfl-qfXE

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                          • Edited by Laser Kittens: 9/30/2018 10:43:45 PM
                            The difficulty with a debate on each class as a whole is trying to compare 9 paths to 9 paths to 9 paths. Every class has paths that are strong and those that are comparatively (or objectively) weak. Due to this, each class discussed will get overly generalized both positively and negatively. There is also the difference of how each path for each subclass for each class functions in PvE vs PvP. What may be undeniably strong in one mode may be pitifully weak in another. Jumps are an interesting portion because they play into the taste of the player. For example, I'd take Glide over any other jump, but others would rather never use Glide and hate its existence. Grenade options are the same way. Some may consider the grenades for a class as utter trash (even though there is overlap of availability between classes) while others may consider those same options the best in the game. It comes down to what you're looking for in a class and its available kit. I'd like to throw out my opinion and breakdown of pros and cons to each class/subclass/path, but this is already a growing wall of text. It suffices to say that there are strong supers with lackluster perks, as well as strong paths with supers that aren't always helpful. Even perks that are good, but made poor by how they are activated, range of buff/debuff application, or through short durations.

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                            • Well I can drop my knoldge of each subclass for warlocks, wile I've not played my titan enough to really judge his supers so I'll leave that to the more grizzled titans out there, meanwhile I'm lazy so not doing the hunter either. Starting with warlocks void subclasses. The top tree has a lack luster mela and a inconsiquetial super. In PvP the super is good for dropping it on a enemy control point but not much else outside of the typical panic super. The top tree at least has the ability to charge it's grenades making them significantly better meaning pairing this tree with grenade recharge mods is a good idea. Middle tree brings the warlocks longest range mela in the void subclasses with some minor nockback. The super dose decent damage in PvE and is pretty good for clearing out large groups of adds. In PvP the super is arguably one of the strongest warlock supers as it can 1 shot any other roaming super when charged. Grenade can be charged into a hand held nova with extremely short range but the potential to immediately one hit. Bottom tree bring to the table a basic mela. The charge will not be consumed unless it registeres a kill and proc the devour buff. The super is the worst of this subclass. Minimum damage and terrible range in comparison. In PvP this is the super you will drop on a group of enemy's and mabey kill on of them. The thing that carries this subclass is the devour perk which in PvE renders you near immortal. With every kill 1/5 of your grenade is recharged and your health restored to max. You can consume your grenade to start this buff which heals you to max when used. Void, has some unique grenades. Basic vortex nade. Axion darts, and the shatter grenade. Axion tends to be serverly weak wile the shatter nade suffers from the same thing it did in D1 where is effectiveness is limited by the grenades randomness. Lastly you have access to blink which can be an interesting jump for PvP. Although moot in PvE. Onto the solar subclasses starting with the top tree. This tree is built around mobility and in air engaments. The mela is a basic one with nothing special going for it. This subclass greatly encourages you to engage enemy's wile in the air. Ability energy is granted apon air born kills, you can perform and in air dodge, and aiming/firing wile in your jump will not cancel the jump. The super itself can infinitely dodge in the air. One thing to note with dawn Blade is that the super dose abismul damage in PvP and PvE for both the top and bottom tree. Taking 3 hits to kill other roaming super in PvP and doing the least damage of pretty much all other available supers in PvE. The middle tree well of radiance is arguably the most viable and powerful warlock subclass for higher PvE encounters in raid and such and it's utility is without question good. The mela applies a area of effect buff to you and all other players in range granting empowerment for 7 seconds. The super is a massive rift that when placed causes greatly increase health regeneration and 35% damage increase. In PvE this super is viable in pretty much any boss fight wile in PvP when used can render your entire team nearly invincible. Along with this the subclass slows you to charge your grenade and cast it onto allies to immediately heal them to full and grant a small overshield. Along with that all your empirment abilities when working together and assisting your team mates can recharge your rift and grenade abilities rapidly. The bottom trees mela causes burn damage to targets you hit. In your super the blade slashes can track enemy's and getting multi kills extends it's duration. In the air holding the rift button will cause you to dive restoring a tiny part of your health and in your super you can perform a Phoenix dive which dose a little aoe damage but typically cant kill a full health thrall. Like top tree the super is pathetically weak. Good aginsted large numbers of adds but not much else. In PvP this is the better tree over the top one, if used correctly it can be ok. Grenades are not so special. Solar nade is basic. Firbolt grenade is basic. Fusion nades are still weak but better for single use targets since the buff. Jumps are regular warlock jumps. Lastly we have the arc subclass. The top tree has a really good mela range that chains damage although not enough to care. The super if cast with both grenade and mela charge will cause it to last longer and drain slower. Wile in the super you can ionic blink around. The tree also allows the super to chain off more targets and the grenades to chain lightning. In PvP the subclass is just really weak. The super is easy to shut down. However it's much better since forsaken and facing enemy's grouped up can melt a team away. In PvE it's mostly an add clearing super and it dose a decent job at it. Middle tree grants a ranged mela hit, dealing more damage then other warlock mela that can be launched. The subclass grants up In kills small arc bolts that will track to the player to restore some super energy and upon low health, a passive buff will enable that for a short time increases movment speed of you and nearby allies. The super itself is very powerful with unlimited range and deals high damage for supers. It's not viable aginsted groups of adds. In PvP it's uses are less practical and more precise for locking down a hall way with enemy's pushing in a group. The last perk dosent work, but it's supposed to allow you to cancel your super and retain some super energy for dropping it sooner. The last tree brings to bear a long range mela that hits at range and restores ability energy. Your super has landfall which allows you to cast a bolt of lightning into the ground during super activation. Meanwhile wile near allies your rift charges faster and your rift grants arc souls. The super is pretty much the same as the top tree exsept you can't ionic blink around and it chain off less enemy's. Landfall can also be used to deal high damage and kill enemy's on super cast. Grenades we get the pulse grenade. Arc bolt grenade and storm grenade storm dealing the most burst damage but talking longest to activate. Wile pulse grenades I don't need to itterate on. Jumps are basic warlock Jumps. In all the new supers in PvP seem to outweigh the viability of the older ones. Warlocks generally tend to have weak neutral and super games in PvP in general, with the highest asset being there rifts. In PvE with the new well of radiance super warlock are now one of the best support classes available. Meanwhile the base supers are all weak for DPS and situational for add clearing. In all, as a warlock main I've found that wile not always viable all the warlock subclass are usable and generally fun to play with. In PvP with a little skill and luck all supers can be put to good use. Although it dose feel in many cases at least in PvE the other classes simply are far more versital and adaptable in there ability and play styles. Not to say that they don't have some non viable classes/abilities. Older Sentinel shield and Golden Gun come to mind. Meanwhile with well of radiance warlocks will no longer be the unrequired class for pinnical PvE activities. Meanwhile in PvP you will need to out play your titan and hunter brothers and sisters a little more often. Overall a good class to play and is generally fun. Just be smart with positioning and you can do well as a warlock.

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                            • Warlock Pros: Excellent grenades, easy access to healing/buffing, good melee range, good air game, access to Blink, high recovery Cons: Worst jump (in my opinion), not many cooldown-improving abilities, low resilience. Titan Pros: Excellent melees, good grenades, on-demand cover, Titan Skating (on PC), high resilience. Cons: low Mobility. Hunter Pros: Best jump (except on PC), best cooldowns, access to invisibility, best offensive supers, high mobility. Cons: Worst melees, minimal team-support abilities, low recovery.

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                              • Warlock Pros: Good supers, useful class ability, good jump ability. Cons: Most armor is "meh" aside from remastered D1 gear and some other sets, less resilience than other classes.

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