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Destiny 2

Discuss all things Destiny 2.
7/20/2019 4:21:44 AM
2

Shadowkeep Armor 2.0

TLDR: hunters need a better close quarters neutral game to make them competitive with the other classes, especially if Destiny 1 stats are returning and Titans are going to be shoulder charging even more than they already do, which is still to often, and Warlocks are going to have hand held supernova up just as much. Hunters need one shot potential since the numerous needs to tripmine grenades, which would be fair with the current state of the game, which was not only able to one shot, but you could stick enemies as well. Now it's distance based and you can get an enemy down to half their health at best. I honestly hope you are thinking this new armor 2.0 through. As a hunter I've lost motivation to play, our classes neutral game is seriously lacking in comparison to Titans and Warlocks. Shoulder Charge and handheld supernova have the potential to one shot in pvp, handheld supernova can wiff and only deal a half health, but I've never not been one shot by a shoulder Charge. If this is going to be a thing then I hope you are considering balancing classes with this, I feel like it wouldn't be fair to nerf the abilities because of charge time and recovery time of hand held supernova and shoulder Charge, but hunters need to be relevant again in pvp in the ability game, supers shouldn't be our only reliable source for quick kills, which honestly aren't even that reliable when you look at them side by side with Titan/warlock supers. Titan and warlock supers all have pretty big aoe explosions such as hammers and fists of havoc, both of which can hit you even if you try to jump over them. Warlock supers that don't have tracking or a noticable explosion radius have a short ranged blink that can be spammed consecutively with short recovery time, which completely negates the rack that it's just outside of melee range. What do hunters have? Golden gun is nice, but you either get 3 shots or reduce kill potential to supers enemies, blade barrage is only useful in crowds of enemies like supernova, but the distance you float when casting makes it practically unusable in any close combat. Arc strider is harsh because dodging has a long animation/recovery time, so by the time you get close you're half dead, not to mention you can just be jumped over because you get one swing while airborne and your secondary attack sends you to the ground. Nightblade still doesn't connect very well and damage vs supered enemies doesn't compare. Deadfall nightbow simply closes off an area and it's counter is "hey don't walk over there" while the other nightbow class has numerous shots, but float time when casting is similar to blade barrage making it useless in close quarters. Let's not forgot how hunters got nerfed because, "blade dancer was to overpowered" in Destiny 1, and shortly after Titans got hammers and Warlocks got their lightning supers, both of which can clear fields in pvp.

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  • I don’t know about you, but this has been a seriously fun conversation, and I’d love to continue it, but it’s 2:00 AM and I need to work later. Seriously though, message me privately or something if you want to continue this, I’d love to clear up any disagreements we might have

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  • First off, blade barrage is a panic super, many people use it in close quarters and it kills everything as long as you hit one knife. If I would suggest a change it would be to further reduce all the damage resilience that each super has, because it’s stupid that a blade barrage can eat a top tree Titan hammer, but I still die to a single knife while in super, thundercrash gets shot out by pretty much every long ranged super, and you can’t even shoot warlocks through their nova bomb.

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