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Destiny 2

Discuss all things Destiny 2.
Edited by TripleZeroXZ: 4/7/2019 8:29:49 AM
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Way of the Buff pt 2 (Spectral Blades adjustments)

Before I start, let me just say this is my absolute favorite class. And has been my favorite class *Before* the Buff. Before the Buff I would challenge and beat the unnerfed nova warp in crucible. Think about that. I will go on record to say I've played this particular subclass more than at least 75% of the population. This is my main. So I'm speaking as someone with an opinion, but hopefully one to be judged as an objective opinion, and also an authority. After seeing it before and after the Buff, I think I have a pretty good idea of where it needs to go next. I made a post a long time ago called Way of the Buff pt. 1. Afterwards, a buff was made, though none of my ideas were used. Which is fine, but now after seeing player feedback and the TWAB this week, I think it's time I post the next installment of this series. My first installment focused on, not just the super, but the entire neutral game. I felt like the subclass asked you to do a lot, and while the payoff was great, some of its rewards seemed confusing to me. Take the super for example. Prebuff, it cost what seemed to be a metric ton of super energy to go invisible. This may have been in line with the fact that you used your heavy attack (heavy attack=heavy super cost) and while that made sense by itself, it didn't make sense in context with this subclass. In your super, you should live in invisibility, and get the most benefits out of it. With this line of reasoning, one of my ideas was to reduce or completely eliminate the super cost with going Invisible. That would tell us, the player, this class is designed to be unseen, to strike quickly and with precision, and to make a quick escape. All of my buff AND nerf ideas are in harmony with this line of reasoning. Here they are. 1. Reduce everything outside of invisibility. Super armor, timer, damage, everything. While invisible, it should be able to tank everything outside of a precision sniper round. All supers should go down to that level of skill, and that hard of a hit. But, it should be harder to teamshot it while it is not exposed. That's the optimal word here. *Exposed*. While you are not invisible, which is your natural state, you are naturally weaker. This super should be able to 2 hit kill any super (light attack heavy attack) but should be easy enough to cancel when exposed. The first attack out of invisibility should be the strongest, maybe even one hit killing supers (that one I'm on the fence about, but it's an idea) but after that, attacks made outside of invisibility are naturally weaker. Your time while invisible should be extended but your time outside of invisibility should be reduced. All of these changes is where a Guardians strategy comes in. He has to plan his attack carefully. He can not be reckless. Right now, some people don't even bother going back invisible after attacking someone. They treat this class like blade dancer and it's not. This adjustment will discourage that and reward a more careful, skillful, and stealthy playstyle, one that makes you use this supers strongest attribute, invisibility and truesight. 2. While in Super, Going invisible should not cost super energy, or the cost would be significantly reduced. This may already be in place, but This will also encourage people to not take invisibility for granted. Now the neutral game 3. Make flawless execution proc with aerial precision kills as well as crouched 4. Once it is procked, smoke grenades can trigger melting point 5. And /or make Shattering strike 1 hit kill to full health Guardians (which you get After you proc flawless execution in the first place, making it that much harder to do than just running in a straight line to melee somebody for Titans, or even to charge your grenade for Warlocks.) This would also add to the whole Assassin feel of the class. And would be more fitting for the name *Shattering* Strike S/N: I could be being a little bit picky here, but sometimes I still feel like I hit a guardian directly while in super and he doesn't die. I know hit registration is basically a science and one that is still being perfected to this day, so any attention that can be paid to this and used to adjust it, if at all, would be appreciated. Thank you for making such an awesome subclass. Hope my ideas were helpful. And anyone is free to disagree with me, but please, let's discuss this in a civil manner. Good hunting Guardians!

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