Title says it all. Read the TWAB.
Please explain this to me.
The end.
-
3 RepliesThis topic is kind of a few days old but I wanted to comment on this from someone who mainly uses Chaos Reach as their PvP super for comp. I want everyone to be aware I also run 100 int/recov on my warlock and I have multiple exotics that I can pair with it (including Geomag Stabilizers) to maintain the 100 int/recov. When I am playing extremely efficiently and doing well in a crucible match, I can have my super at least by the second round and pop my super off every round after that as long as I'm not stupid and holding out my super waiting for someone to pop around a wall. The deactivation is very forgiving if you pop it off and cancel it early. You'll get about 1/4 of your super back if it's cancelled fast enough. Pairing this with Geomag stabilizers. All I have to do is run around to get that last portion back and again, if I'm being efficient in kills, the other 2/4 of the super bar will fill up quickly. I've had games where I've gone undefeated and put in a 1v3 situation and I've still won because all I did was wait until I was near the end of my super for Geomag to kick in. If Bungie is to nerf anything, I would want them to nerf the amount of energy you get back. The super is still going to be broken as far as it going through walls and how much damage it does. They said nothing about anything, other than the returned energy. Me personally, I don't think the super is broken when it comes to damage around walls. It does arc damage... What does arc damage do in this game, similar to solar damage? It lingers... It burns over time like electricity. When people complain that it does hit them behind walls. It's literally a channeled beam of concentrated arc energy. It does splash damage. That's why you can hit people who are hiding behind walls. I do it all of the time if I know someone's trying to hide behind a wall. The only other nerf I can see Bungie does is not being able to move (you can still look around but you're stationary). I really don't want it to nerf, but I've seen the amount of people crying over it on here and twitter and knew it was coming eventually.
-
1 ReplyCause hunters cried hard that something was better than silence and squall
-
1 ReplyYou're not allowed to use something else that's good that isn't stasis. People weren't playing the way Bungie wants them to.
-
[quote]Title says it all. Read the TWAB. Please explain this to me. The end.[/quote] Geomag Stabilizers are the only Super Energy generating exotic that outputs at the same efficiency as Hunter and Titan exotics. The thought process is as follows: 1. Chaos Reach really good. 2. Chaos Reach is the second quickest Super outside of Hunter in terms of times cast per ROUND. 3. Nerf Chaos Reach. 3b. OR Nerf Geomag. Which option is the best for every player?
-
too many supers per match prbly
-
8 RepliesI don't understand it either. It's like they purposely look to take anything good away from the warlock what's the point of the cancel feature in chaos reach at least replace it with something else.
-
1 ReplyLol I’m not surprised warlocks are getting nerfed again seems to be the only damn class that gets nerfed consistently whether they are broken or not.
-
47 RepliesI think because you can get an easy 7 supers during a match...
-
14 RepliesBecause they don’t want players to be able to counter stasis without buying beyond light themselves.
-
2 RepliesMy favorite part is the direct nerf to energy, but nothing about it being able to hit through walls lmao
-
9 RepliesBecause Warlock got they super like 4 times per game that's broken and I'm a Warlock Maine so I m not crying
-
6 RepliesWelp it’s back to top tree dawn blade. I’m sure people will then complain about the mobility of the subclass and then that will be nerfed later in the future. Then warlocks will have nothing left.
-
7 RepliesIts funny because no one gave a crap about the geomags and how good they were u til youtubers started making videos on it and how to abuse it and of course ppl abused it.
-
8 RepliesEdited by WulfPak666: 3/12/2021 3:57:04 PMConsidering we got all much needed buffs to Shadebinder, I'll take the hit on Chaos Reach. If you can manage to get kills in pvp, you'll still get multiple supers. There's no reason why you should be able to cancel a super and still have near 50% of a charge left over. Heck you only need 85% since Geo fills up the last 15% just by running. Im going to guess that if you cancel it'll keep roughly 20-25% charge which in pve is basically irrelevant. You can get a super back to back in like 30 seconds in pve. In pvp, it's still manageable to get 2-3 supers a game if you play smart and slay out. That's not even taking ionic traces, geos or 100 intellect into consideration. But I'll reserve all judgment until we actually get our hands on it.
-
1 ReplyFor the same reason they nerf every gun. It was becoming too popular. Nothing more, nothing less.
-
32 RepliesWhat it means is that some Warlock users finally found a way to compete against Titans and Hunters in PvP and Bungo will have none of that. Thus they nerfed Warlocks because they hate and fear Warlocks, who should, naturally be the strongest of the three and Hunters the wimpiest. But no, Bungo takes it in the totally opposite direction!
-
19 RepliesProbably because it's a warlock ability. Per usual, anytime, and I mean anytime Warlocks get something remotely useful in pvp, it gets nerfed hard and quick. Had chaos reach been a Hunter ability, it would be allowed to run rampant for many months before getting a tiny nerf that doesn't change much in the long run. I.e Shatterdive nerf.
-
6 RepliesIf anything, Chaos Reach needed to keep more super energy not less when cancelled.
-
5 RepliesIt’s funny majority of people are whining about 120s and nothing is being done about it, but reducing the amount of super energy left over from early deactivating is causing an uproar. I main warlock and I’ll still get my chaos reach fast and still laser beam people. That’s the whole point of the super is to earlier deactivate and still have some left in the tank.
-
Cause Bungie enjoys nerfing Warlocks more and faster then any other class
-
20 RepliesCause bungie dont like warlocks being somewhat able to play the game, unless you are hunter or titan you are not allowed to have any strong abilities.
-
5 RepliesBecause like stasis it too is cheesy AF. Especially since it literally goes through walls. LoL.
-
18 RepliesAre you joking? A warlock with Chaos can have super twice in 1 round in survival. That's 5-6 super uses in 1 game, that's broken. I played a game of comp where I died more times to a Chaos Reach than to an actual gun, that's why it's getting nerfed.
-
2 RepliesWas kinda busted... glad they nerfed it
-
It makes sense for High end PvP as it can be essentially used omce every round once you get it. (Which can be on round 1 mind you if the build is right.) And for PvE it doesnt really effect it at all considering they just dropped a new mod system that can take your intellect from 20 to 100 from picking up a well of light. Which is also easy to spawn with a other of the mods. Also theres plenty of weapons with thresh in the game and the subclass has Super cooldown built in with the abilities.
-
Edited by Kurama: 3/14/2021 4:38:33 PMHonestly it’s more of a problem with supers and intellect being too strong. Supers win rounds and snowball games which is a whole different problem to how strong supers are in general. Trials promotes passive play especially with stasis and intellect works passively. IMO in pvp intellect should effect how much super energy you get per kill instead of just speeding the cooldown up. Chaos reach just gives you too many supers a match compared to every other subclass. They will still get their super fastest and more supers but less than 5 a match.