Been playing on my hunter for grenade launcher kills, find it easier. Nice strategy is using shadow shot to get double kills with said grenade launchers. However, playing this way has got me to realize how incredibly terrible and embarrassing tether is. It’s pathetic, for lack of a better word. It needs a small buff or something. Better armor maybe while in animation? Instant tether once it hits its target? Love dying as soon as I shoot it because I’m a helpless duck whilst shooting it. Or love dying from a super I’m trying to stop because the tether doesn’t activate quick at all.
Just need a little tinkering. Not asking for it to be over powered anything. Just make it no longer a wet fart.
Thanks.
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1 ReplyI have several solutions...... But most will /anger/ non hunters especially... The two I favor most. Deadfall. When a target enters the "area of effect" of deadfall they are snared and dragged towards the tether point by irresistible force. This will drag targets behind cover out of cover into the open. In the case of PVE, if you directly strike a target with deadfall, it corrupts the energies of the target and makes them into a tether point, making it impossible to escape it's effects, and snaring any ads that they come close to....................... If this is just too much fine... Then instead, deadfall's anchor instead becomes a critical zone target, any damage applied to the anchor is applied to anything that is tethered to it... So if you shoot a deadfall down range, and tether the entire team, all you have to do is fire upon the anchor point. If your team had been respecting combat intervals instead of grouping together to teamshot this wouldn't have been a problem. Quiver. Void arrows temporarily paralyze targets on direct hits, leaving them incapable of moving, leaving them exposed for a followup shot or leaving them trapped for your squad to drop dot grenades or other such effects on the enemy, leaving it helpless but to stand in the fire and burn. Spacing your shots will allow you to keep the target trapped for longer than just spamming the whole super at it at once.
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10 RepliesOh, boo-hoo. Let me play a sad song for ye on the worlds smallest violin...🎻 🎶
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1 Reply
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17 Repliesoh wow another buff the hunters thread 80% of the community being hunters is not enough!
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Good luck with this one, this change has been requested since launch and there has been 0 discussion nor comment on bungies behalf regarding shadowshot. I really do mean it, I would love for shadowshot to be more viable in PvP.
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2 RepliesThere is a solution but it would require changing bottom tree. Let the multiple tether wait for people like it used hence truly being the way of the trapper. It was how it performed in d1 but the problem was how strong it was in crucible. It allows hunters to neutralize other guardians and strong territory control. The community will not allow this to return but hey I'd like to be wrong.
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5 RepliesYou make some valid points and i agree that eververse must be removed from this game,but Whether we wanted it or not, we've stepped into a war with the Cabal on Mars. So let's get to taking out their command, one by one. Valus Ta'aurc. From what I can gather, he commands the Siege Dancers from an Imperial Land Tank just outside of Rubicon. He's well protected, but with the right team, we can punch through those defenses, take this beast out, and break their grip on Freehold
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10 RepliesTether isn’t meant for pvp it is a pve super for orb generation and crowd control
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Welcome back to another episode of : will my tether work? Where the answer is always no
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2 RepliesYes, Tethers are EXTREMELY underwhelming in PvP. My Suggestions would be: 1.) Suppress Activates on "Hit" and Tethers react/spawn faster after it has been placed. Currently there's around a 0.5 to 1-Second "delay" before the tethers actually snap out and trap people. That needs to go. 2.) Direct Hits with Tether will 1-Shot an enemy player (at least for Top-Tree). 3.) The Tether animation executes faster (reduce animation time by .25 seconds) and a final, 4th suggestion would be... 4.) Tether pulls enemies toward the "center" of it, similar to the power that the Scorn Lantern uses to pull enemies towards it's center. This would be FANTASTIC for both PvE and PvP....and only makes sense to the way the power works.
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11 RepliesI think the issue with Tether is how everyone utilizes it. The top tree is called "Way of the [u]Trap[/u]per." The perk at the bottom of the diamond is called [b]Deadfall[/b] which indicates "The Void Anchors fired from Shadowshot become [u]traps[/u] and wait for prey. Void Anchors have increased range and last longer." In PVP, utilizing the top tree, you should be anticipating your opponents and setting the tether as a trap. Baiting them to push you at a location only to watch them get stuck in its web like Anchors. Everyone that I see utilize this super in PVP tries to use it as a counter or reactionary like they would Blade Barrage or Nova Bomb and that just is not what it is intended for. Perhaps the bottom tree, "Way of the Pathfinder" could use some work though?
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Plus it could count as super kills for bounties better
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The biggest issue with tether is it’s D2 and not D1. How did they make it worse???
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Yep been playing top tether for a week or so to try an invis dodge build and man is tether useless. I'll usually get the 1st super in the lobby due to the headshot orb buff, but with tether I may as well just hold onto it since its such a non threat. Even for countering supers you'd be better off with basically any other one off super, because then at least you might trade. Usually I end up getting swiped, kneed or hit by a flaming sword and die before my tether even attaches and they'll just shotgun it twice and be out.
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1 ReplyEdited by Griever: 4/30/2019 6:28:48 PMIncrease damage so it can one shot, make tether/ suppression activate faster. No reason at all why direct hits don't suppress anyone.
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2 RepliesI just want quiver to be useful or have an exotic
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trap super btw
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It needs to cause damage to anything trapped. The fact enemies can just walk out of it unscathed is a total joke
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What about the fact that if behind cover, Guardians can just... Walk out of the tethers range. Pathetic.
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The existence of a supressor grenade, that comes back in under a minute, kinda renders the super obsolete.
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1 ReplyEdited by ACROCANTHUS: 4/30/2019 10:49:02 AMWay of the trapper is currently the only offensive super incapable of killing a full health guardian. Think about that.
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1 ReplyYeah, I rarely live through my tether shot. I don't know why they thought it would be cool to have a super that's better at long range super and that really needs you to be close up to take advantage of it. The, say, 1 in 4 times I pull it off (I'm a warlock main, so I'm sure some of you do it better) it's awesome to get that double to 4 down. The neutral game (being invisible) needs to last longer to make up for that pitiful super. Which the revelry has shown. Being invisible the whole game is a huge advantage.
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Honestly, my main issue with tether is it’s activation time. A majority of the time, it doesn’t activate fast enough to be useful. Doesn’t matter if they run into it or it’s a direct hit, they always have enough time to swipe, glide or just run out of range of it and are only stuck for half a second .-. It’s super frustrating when a super gets hit with tether directly and they still have enough time to kill me before it suppresses them Lol
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The direct hits don't even cancel the opponents super. It's an embarisment. Shoot a tether in front of a roaming supers feet and it will activate when they are almost past the tethered range. Your only option is to set it as trap in their expected path.
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2 RepliesAs a hunter main. Our class is pretty easy to use. We don’t need anymore buffs. I am actually glad spectral blades is getting nerfed. It is so OP rn