JavaScript is required to use Bungie.net

Destiny 2

Discuss all things Destiny 2.
Edited by Apollo_XII_: 9/7/2018 11:14:52 PM
3

Attunement of Fission is Underwhelming

It looks like I'm not the first to talk about this, and I definitely won't be the last. As a Voidwalker main, it was obvious that I should try Fission first, and while I have some fun with the new super Nova Warp, the attunement overall is unimpressive. Yes, I have a lot to say but I really invite you to read it all, you might see where I'm coming from instead of passing me off as a crybaby. I'd also like to clarify that I am a hardcore PvE player, with little-to-no experience in Crucible. Fission might be stronger or weaker in PvP than I make it seem, I simply don't know enough about that side of the game to claim any expertise on it. Please understand that I'm talking solely from my experiences in PvE. [u]Nova Warp[/u] The new super is the only part of the attunement that I don't have much problem with. It's a void Fists of Havoc with blink, and warping around blowing things up is actually fun. I've seen a lot of people calling to increase the damage, but I think the amount of explosions you can make plus its mobility makes up for it not hitting as hard as Nova Bomb, and puts it in a niche far enough away from Nova Bomb to warrant using each for different situations / role coverage. The only thing I'd like to see is being able to Glide and/or teleport while readying an explosion. [u]Atomic Breach[/u] At first it seemed like this melee's explosion was incredibly weak, but it can usually kill the enemy you struck if it's a minor red-bar (aside from the tank ones such as Legionaries and Knights), and procs regardless if your melee strike was lethal (unlike Igniting Touch, please Bungie make Att of Flame good). The two real issues I have with are the range and design. The description says "hits at an extended range" but what it really does is increase your lunge. This can give you apparent inconsistencies when trying to use it, as you expect to melee like a Stormcaller but are just waving your hand at enemies. Now the damage and range can be fixed, but the real issue is that Atomic Breach doesn't bring anything new to being a Voidwalker. It's just a void type melee with Bloom. Imagine if Entropic Pull didn't restore your grenade energy and had a weaker explosion than Bloom, and you have Atomic Breach. Actually hitting at an extended range would be a decent auxiliary effect that Voidwalkers otherwise can't get, but right now Atomic Breach is both underpowered and stepping on the toes of other design space within the same subclass. I might be picky on this one, but my character doesn't twist his wrist and hand when he pulls back at the end of the animation with Atomic Breach, but he does with Entropic Pull and Devour. I really like that wrist turn, :( [u]Handheld Supernova[/u] Trading your grenade for a short ranged cone of void damage sounds really cool on paper. Having it deal less damage than the grenade doesn't. The only reason I can think of to use this ability over throwing a grenade at any range is that grenades can hurt myself at point blank, while Handheld Supernova can't. But even at point blank, the better damage from grenades makes enough of a difference to actually score the kill(s), and Dark Matter will keep me from killing myself. If I'm spending the time to hold charge (which is faster, so that's neat) and spending my grenade charge on something that hits about the same number of enemies but only right in front of me, I should expect to trade that potential range for something. Damage? Would be the most obvious choice, but not the only one. And having the charge stop after a few seconds is pretty strange, especially since Chaos Accelerant doesn't do that (and while we're at it, making Chaos Accelerant and Feed the Void charge this fast would be awesome). [u]Dark Matter[/u] I'm very torn on Dark Matter. I get that it tries to bridge the gap between Voidwalker's two primary niches: stealing health and restoring ability energy. But the health returned feels insignificant, and the energy restored feels inconsistent. I appreciate that it restores more melee energy than other types, since Atomic Breach is much harder to get multikills with (maybe if its explosion wasn't weak???), but the amount of grenade energy gained seems to increase exponentially with the Dark Matter multiplier. Getting x5 feels really good, but getting only x1 or x2 doesn't feel like I'm making much of a dent in my cooldowns. I will admit that Dark Matter combos really well with Nezarec's Sin. All in all, most of what Fission tries to do is fun in concept, but not executed as well as it could have been. Whether you agree with me or not, I do regret spending my free Seed of Light on Voidwalker. "Wow you talk a lot of shit, you know it's really hard to design this stuff. Why don't you try it and see how hard it is?" I did already, check it out: https://www.bungie.net/en/Forums/Post/247725900

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
You are not allowed to view this content.
;
preload icon
preload icon
preload icon