Several Light supers need buffs, as well as their subclass trees themselves. This post is going to focus on the supers.
Here are my ideas:
[b][i]Nova Warp[/i][/b]
The problem with this super is it's duration and low armor. It's supposed to be fast and lethal, so the low armor kinda makes sense. I say increase the base speed without teleports and decrease the super usage for teleports so it can remain mobile. Also, the charge rate of the AoE could be increased right after a teleport to really dive into the "teleport and boom" aspect of the super.
[b][i]Nova Bomb[/i][/b]
The vortex nova bomb needs a much, much larger blast radius. A stompees Hunter or Titan can just, hop over it.
[b][i]Stormtrance[/i][/b]
Increased movement speed and decreased super usage on ionic blink. Might be good to make ionic blink inherent to the super, both trees, as well.
[i][b]Sentinel[/b][/i]
Fix the hit detection. It's been years. Also, blocking should happen faster so you can use it as a reaction as a shield is designed. It should also block stasis entirely. Right now if a Warlock melee hits your shield, it freezes you still. Not okay.
[b][i]Tether[/i][/b]
Make it instantly supress once it lands. The activation period is far too long. Makes it a trade machine. Heck. You can even place it well and a Dawnblade can just fly up to the top of the map and dodge it entirely. Or it won't grab a Hunter until after the Squall comes out or their arc staff smacks you. Thing is a trade machine and it shouldn't be.
Heck. A suppressing shockwave upon landing would be very justified.
[b][i]Golden Gun[/i][/b]
This thing's hard counter is a sword without ammo behind a wall, or a super behind a wall just sitting there. (Golden Gun will run out long before the enemy at that point.) Or a God dang emote. Supers should have counters, but [i]not playing[/i] shouldn't be one of them. I say to give goldy a mobility buff and a solar dodge. A dodge similar to Bakris, but no slow effect or anything like that of course. Just a long range dodge (maybe not a teleport like Bakris) that takes super evergy to counter three peeking.
[b][i]Blade Barrage[/i][/b]
This thing was neutered. I'm not sure if it's the tracking or damage, but one or the other, or both, need to come up.
[b][i]Arc Staff[/i][/b]
I think the three arc staffs need to be different in actual style [i]somehow[/i]. One reflecting with the others not just instantly makes one more valuable than the other. Heck. Make one throw the staff like a spear for all I care.
Also, a slight increase in movement speed would be warranted with how much the game has sped up.
[b][i]General[/i][/b]
Roaming supers should not be able to be slowed or frozen by non-super guardians. That right there will buff the other supers significantly.
Let me know what you think. And please leave the class elitism at the door.
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2 RepliesEdited by Diz: 4/15/2021 4:03:39 AMI like your proposed changes, and would also love to see some much needed buffs to top tree Nova to make it more than just a worse version of top tree Storm but with a shutdown Super. Now while I do hate playing against Stasis just as much as the next guy, I'm not entirely sure that last suggestion could work out. [spoiler] If the Stasis Supers can't freeze other Supers, they can't really beat them. But then on the flipside, which is what we have currently, if they can, then they beat other Supers probably somewhere around 90% of the time, or at least force them to run away. I think it may be best to just further tune how Stasis abilities work against/from guardians, like say making Behemoth more contestable by having the heavy attack's freeze radius only affect guardians(not PvE combatants) getting hit by the wave of crystals, and not within the general radius. Or allowing active Supers to break out of freezes much faster than they already can(getting frozen while using a one-and-done Super is a [b][i]very riveting experience[/i][/b]). I'm definitely up for making it so that neutral game Stasis abilities are less impactful against Supers or players in general. Whether that be Slows not lasting as long against Supers(a Stormtrance that gets tagged by a shuriken with Durance at even a slight distance is basically LED-infused molasses), or maybe nerfs to the damage bonus provided by Hedrons against guardians(Coldsnap + Hedrons is meta now after the Duskfield and Slow stacks nerf). I'd definitely want to see a nerf to the damage resistance provided by the Fragment that activates when near Stasis crystals/frozen targets(again, PvP only). I think it's 25%, because it makes 120 RPM Hand Cannons only hit for 68 to the head(it's what old 150s used to do) instead of 90. So just existing near a crystal means you're pretty much guaranteed to win your next gunfight, and that's obviously most powerful on Behemoth because you have the most ways of spawning crystals on demand. I know it stacks with Supers, but I think that was changed to only be an extra 5%.[/spoiler]