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Destiny 2

Discuss all things Destiny 2.
10/21/2018 5:51:35 AM
14

Class supers are not balanced

Brief list: my opinions for every super (console) Titans: barricade is good, shoulder charge has way too much aim assist on it, it is easily shutdown by someone with shotgun ammo however at the moment the aim assist does make it a little op. Hammers: Very weak to team shots. if you use hammers and rush 3 guys you will most likely die to the team shots because they have no way to avoid team shots such as a blink or dodge. the jump is slow too. on top of that hammers have a slow travel speed making it take longer to eliminate the guys team shooting before they kill you. sentinel: Again weak to team shots, they are hard to avoid with such a slow jump and no other means of dodging. The Throwing shield is good. the shield bash never registers, it takes almost three hits to every guarding to kill them. Striker: Weak to team shots. Missile titan is good however getting more than 3 kills per super is hard. inertia override is useless, damage increase is minimal and it lasts for not much more than a second. Warlocks: rift animation takes too long. Nova warp: it is probably over powered. has a high resistance to team shots because of the massive amount of health recovery from a kill. blink and teleport make closing gaps and chasing people down easy. it can shutdown every super including missile titan with an exception of blade barrage. teleport makes dodging blade barrage possible but not easy. it lasts for an eternity, enough to wipe a team almost twice. storm caller/ chaos reach: chaos reach is a good super however it is very susceptible to getting shotgunned or sniped from behind. A small radius of damage around you when you use it would help with getting killed by a shotgunner from behind. storm caller is decent. daybreak/ well of radiance : well of radiance is a pve super. it has no place in pvp unless there was a hard point/king of the hill game mode. Daybreak is good, tracking on projectiles is nice and the jump while in super is very fast. floating while aiming down sites is annoying, there should be a different way of activating it. Hunters: dodge is very good. it has a fast recharge time and gets rid of enemy aim assist. It can be used to have a massive advantage in any shotgun battle. hunters jump is very fast and takes little time to reach max height. this gives hunters an advantage when shotgunning. golden gun/blade barrage: golden gun could benefit from a slight armor increase while in super because it dies almost instantly to team shots if the enemies aren't all in the same spot. blade barrage is very good. it can shutdown every super and get 3+ kills reliably. increased armor makes it very hard to kill making it a great panic super. armor in super should be reduced and it should be made slightly harder to use. arc strider: can be run away from very easily, should have a small increase in movement speed. reflecting projectiles is very good for avoiding team shots, deaths from other supers and killing titans with their own hammers. Tether/ spectral blades Tether is easy to avoid just by running. It should shutdown supers almost immediately. spectral blades is very underwhelming. The hit detection is poor and the lunge distance need a small buff. Invisibility however is good. My opinion on relevant supers from best to worst (console) 1. nova warp 2. blade barrage 3. missile titan 4. chaos reach 5. new arc strider 6. daybreak 7. chaos reach 8. hammers 9. golden gun 10. sentinel 11. spectral blades 12. tether reworks over view: Titans: Need armor buff for hammers and sentinel. inertia override needs increased damage and or time. Shoulder charge needs a lot less aim assist. Hit registration on shield bash needs to be looked at. Warlocks: rift animation needs to be faster. nova warp health gain from kill needs to be lowered as well as the time it lasts for. charge time should be slightly longer. chaos reach should have small radius of damage around it. Hunters: implement some sort of skill gap for blade barrage super usage and decrease armor in super. spectral blades lunge distance increase. Hit detection needs to be looked at. tether should suppress supers immediately. golden gun should have a small armor increase in super. hunter jump should take slightly longer to reach max height. dodge should maybe lower aim assist by quite a lot instead of getting rid of it.

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  • Edited by G0lden Hunt3r: 10/25/2018 1:12:33 AM
    Hammers on 8? It is the most powerfull roaming super after nova warp. You litterally throw multiple nova bomb sized explosions at your enemies. If you cant win a 1 v 3 with that you are either not throwing hammers or walking backwards.

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  • Hammers - projectile with travel time, meaning any half decent player can easily avoid them, you get 7? Hammers to throw, however it has one of the best nades. Burning maul - by far the worst PvP super, it’s slow, tornado range is abysmal, tornado damage isn’t great either also has one of the best nades. Striker - again slow, it does have a decent gap close but that burns a fair amount of super energy, on top of that it can be out run and most people can avoid the slam can abuse the skullfort shoulder charge. Thundercrash - amazingly fun, great aoe, the problem is it’s again easy to avoid and it’s a very choreographed super, within the tree there’s really no synergy between the perks. Captain America - the biggest issue it faces (as well as a couple of the others I’ll mention after) is hit detection, all melee supers have the same problem, even shoulder charge suffers from it as well, until hit detection gets resolved (#dedicatedservers) all the melee supers are plagued with it, on top of that the shield throw isn’t reliable what so ever, I’ve seen some awesome plays with shield bounce but as whole it isn’t consistent, only class with a counter super nade, the new subclass is fun but not practical. Pole dancer - I consider it the second best roaming super (right behind warp) it’s speedy it’s fairly reliable as opposed to cap and ghost blade, it has some nice combos and the heavy attack has fairly good range, however it is a melee super so again it suffers from hit detection and you have to spend a lot of time all up in their business if you wanna use it at its fullest and in the current shottie meta it isn’t safe, and unlike warp it doesn’t have a reliable way to recover hp. Golden gun - hitscan super, can have up to 6 shots, probably one of the easiest supers to use, the trade off being it gets no super armor, but when you can one shot from across the map I think that’s a fair trade off. Blade barrage - best shutdown super in the game, none of the others can even compete, the AA is amazing and the fanning capabilities are great, the problem it has is sometimes the knives don’t register. Spoopy ghost blade (I know it has low armor but it has more than normal guardians) - a fun super if you wanna abuse vision, hit detection is almost as bad as cap, the super isn’t consistent and it’s duration isn’t great, however with the gwisins vest it has potential however it’s still plagued with hit detection. The vision you get in super is a lot more ridiculous than people seem to realize, it’s the reason I’m primarily rocking it in PvP because true sight is just way too good, it also has one of the best neutral games with a disgusting wombo combo. Tether - a nice super counter, has great lockdown capabilities, the neutral game is top tier, the tracking you can get is nice and the improved radar has saved my ass more times than I’d like to admit. The tether activation is too slow, quiver drains the super bar too fast and the aoe for the quiver tethers is pretty small. Tickle fingers - fun super, made better with its damage buff, the range however isn’t great considering you’re shooting lightning from your hands, the subclasses are so polarizing, as in you have to decide if you want a decent duration for the super or gap closing, you can’t have both... and depending on which you choose you’re sacrificing quite a bit, if you go duration you have to either play super conservatively with your abilities or use supers and wait forever and a day to get them back to maximize your trance duration, going ionic blink, your super has a laughable duration but you get a decent gap close. Arc beam - really cool looking super (probably the best one aesthetically speaking) it does a ton of damage, you get a fair amount of armour in the super, it melts. The problem is charge time for the super, the inability to see for the most part while using it and the beam moves a little too slow. The neutral game is great, the light thingys the come to you are powerful and pulse wave is just a great perk. Angel of death - like hammers, projectile based however it has much better tracking than hammers so you have to be pretty good to avoid them, unlike trance you don’t have to choose as both trees have decent gap close because of the speed boost you get from warlock skating, bottom tree has the potential to have a decent duration and top has the dash (I can’t really think of much else it has going for it because I use bottom tree) Well of radiance - the best super in the game, don’t argue with me on that, you’re wrong. It has incredible lockdown capabilities as in you want an objective, drop the well and it’s yours for the next 30 seconds, your team wants to hold a choke point, drop a well and let the enemy try to push, you punch someone you give yourself an nearby allies empowerment for 5 seconds which means more damage, you drop a nade for allies, that’s a free overshield for allies, and your one ability gives you improved ability regen, on top of all that it works with nezarcs sin, you become the medic, the mercy, the doc of D2 a player who knows how to use well can be the team. That being said it isn’t the easiest super to use, you have to know the maps, the spawns, the strengths and weaknesses of your abilities, when to use them a well placed heal bomb can win a round, a poorly placed one can cost you the game. Nova bomb - the cataclysm tree needs to be looked at especially with the introduction of handheld super nova, bottom tree has one hell of a neutral game especially paired with nezarcs sin, the super itself needs to be looked at as one is stupidly slow but hilarious to see in the crucible and the other has the effective range of a potato. Nova warp - it has no projectiles, it isn’t a melee super so it doesn’t suffer from hit detection, it has the best gap close in the game with dark blink and even normal blink, it’s aoe is massive when charged, it has a great duration, you get health back on kills, and honestly that last part is why it needs an armor reduction, the fact that you can face tank shots, get within range, explode and get health back is a little too much in my eyes. Everything else about the super is fine in my eyes but as it stands I have only one problem with it and that is the movement being slow when holding the charge. In terms of power here’s my ranking (not including well because it is the best) 1. Nova warp 2. Blade barrage 3. Strider 4. Golden gun 5/6. Hammers 5/6. Dawnblade 7. Trance 8. Arc beam 9. Nova bomb 10. Thundercrash 10. Striker 11. Sentinel 12. Spectral 13. Tether 14. Burning maul TLDR; for the most part the classes are fairly balanced, however there are a few outliers in the powerful side and the weak side specifically referring to maul being under powered and warp needing in my opinion an armor nerf. But everything else for the most part can be used effectively by most players.

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    • “Rift animation takes too long” “[nova warps] massive amount of health recovery on a kill” “[nova warp] lasts for an eternity, enough to wipe a team twice” “[well of radiance] has no place in pvp” “Tracking on [daybreak] projectiles is good” “floating while aiming down sights in annoying” Yea you can tell this kid has little to no experience on a warlock.

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      • I have to disagree about daybreak. From my experience that super should be higher in that tier list.

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      • Lol. Says Sentinel is weak to teamshots due to a slow jump, but forgets that it can block.

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        • Good god nova warp is not OP 😂

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          • Balance does mean that everything does everything. Go play Halo.

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          • [quote]Brief list: my opinions for every super (console) Titans: barricade is good, shoulder charge has way too much aim assist on it, it is easily shutdown by someone with shotgun ammo however at the moment the aim assist does make it a little op. Hammers: Very weak to team shots. if you use hammers and rush 3 guys you will most likely die to the team shots because they have no way to avoid team shots such as a blink or dodge. the jump is slow too. on top of that hammers have a slow travel speed making it take longer to eliminate the guys team shooting before they kill you. sentinel: Again weak to team shots, they are hard to avoid with such a slow jump and no other means of dodging. The Throwing shield is good. the shield bash never registers, it takes almost three hits to every guarding to kill them. Striker: Weak to team shots. Missile titan is good however getting more than 3 kills per super is hard. inertia override is useless, damage increase is minimal and it lasts for not much more than a second. Warlocks: rift animation takes too long. Nova warp: it is probably over powered. has a high resistance to team shots because of the massive amount of health recovery from a kill. blink and teleport make closing gaps and chasing people down easy. it can shutdown every super including missile titan with an exception of blade barrage. teleport makes dodging blade barrage possible but not easy. it lasts for an eternity, enough to wipe a team almost twice. storm caller/ chaos reach: chaos reach is a good super however it is very susceptible to getting shotgunned or sniped from behind. A small radius of damage around you when you use it would help with getting killed by a shotgunner from behind. storm caller is decent. daybreak/ well of radiance : well of radiance is a pve super. it has no place in pvp unless there was a hard point/king of the hill game mode. Daybreak is good, tracking on projectiles is nice and the jump while in super is very fast. floating while aiming down sites is annoying, there should be a different way of activating it. Hunters: dodge is very good. it has a fast recharge time and gets rid of enemy aim assist. It can be used to have a massive advantage in any shotgun battle. hunters jump is very fast and takes little time to reach max height. this gives hunters an advantage when shotgunning. golden gun/blade barrage: golden gun could benefit from a slight armor increase while in super because it dies almost instantly to team shots if the enemies aren't all in the same spot. blade barrage is very good. it can shutdown every super and get 3+ kills reliably. increased armor makes it very hard to kill making it a great panic super. armor in super should be reduced and it should be made slightly harder to use. arc strider: can be run away from very easily, should have a small increase in movement speed. reflecting projectiles is very good for avoiding team shots, deaths from other supers and killing titans with their own hammers. Tether/ spectral blades Tether is easy to avoid just by running. It should shutdown supers almost immediately. spectral blades is very underwhelming. The hit detection is poor and the lunge distance need a small buff. Invisibility however is good. My opinion on relevant supers from best to worst (console) 1. nova warp 2. blade barrage 3. missile titan 4. chaos reach 5. new arc strider 6. daybreak 7. chaos reach 8. hammers 9. golden gun 10. sentinel 11. spectral blades 12. tether reworks over view: Titans: Need armor buff for hammers and sentinel. inertia override needs increased damage and or time. Shoulder charge needs a lot less aim assist. Hit registration on shield bash needs to be looked at. Warlocks:[/b] rift animation needs to be faster. nova warp health gain from kill needs to be lowered as well as the time it lasts for. charge time should be slightly longer. chaos reach should have small radius of damage around it. Hunters: implement some sort of skill gap for blade barrage super usage and decrease armor in super. spectral blades lunge distance increase. Hit detection needs to be looked at. tether should suppress supers immediately. golden gun should have a small armor increase in super. hunter jump should take slightly longer to reach max height. dodge should maybe lower aim assist by quite a lot instead of getting rid of it.[/quote] You may not know this but arc staff is really good with the blocking. You can reflect blade barrage back to the hunter that [b]sent it to you. Nova warp if you dont block quick enough you will definitely be shut down. It can block a titan crash but be 1 tap at the end of the crash. Chaos reach eats through it. But super wise hunters got more mobility but they loss the ability to remove aim assist on dodge since Warlocks and titans cries that they cant 1 aim and shoot properly without needing aim assist. Hunters only got blade barrage and Arc staff supporting them(arc staff if used correctly). Warlocks and titans gots way more backing them up then hunters do

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          • [quote]Well of Radiance... has no place in PvP...[/quote] https://xboxclips.com/DaGamingFailure/f1132c82-712b-4794-a6c1-c9ce131fba2e [i]cough[/i]

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            • Dodge no longer drops AA. Same with Invis.

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              • For nova warp, the healing part is pathetic enough. Charge speed is slow enough to take 2 hits from a arcstrider. The real change should be on armor and blast radius.

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                • OK seriously why do you whinny Hunters want armor on GG ? What you think just cause you cried hard enough to get its duration increased you can get armor ? Unlike hammer of sol or daybreak GG IS NOT A PROJECTILE when you hit the trigger button your GG fires and lands where you pointed at meaning you can cross map other players instantly unlike hammer or swords which have a travel time and arcing to worry about. Want GG to have armor then hammers and swords become hit scan like GG and can cross map players.

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                • My stormtrance would disagree. I usually get 3 kills every time I use it. Tbh I didn’t like nova warp. Base explosion is ass range and spam blink to close gaps always killed super energy. And I would frequently get twamshot out of it (which isn’t hard to do btw). But I’ve been really successful with stormtrance so far. I’ve shut down a few Arcstriders and nova bombs which I never have thought I would have done tbh

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                • The vesper of radius for warlock should activate the pushing shock where ever an ability is used. Rift does it on self like it is now, melee pushes like voidwalker and the top tree sunbreakers, grenades do one once on first contact and then super does on self as well.

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