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8/23/2022 11:24:01 PM
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"The Warlock’s whole thing is that being amplified modifies their abilities; it powers them up,"

Three Abilities, two of which are melees, and one that is a worse version of an existing exotic; in fact, if you are running Electrostatic Mind and Lightning Surge, being amplified will mean the same thing to you as it does the other subclasses, as it [b]buffs nothing[/b] at that point This piece of information that [b][u]DEFINES[/u][/b] the entire subclass can be completely removed; some feedback? Make amplify affect the arc supers and some grenades, as well as the slide-melee. But sure, I'm just [i]whining[/i], the subclass rework hasn't even been out for a day, I should go back to using exactly what i was using for Arc 2.0, due to the fact that the only actual new buildcrafting tool we receive is a slide melee and some aspects that do not largely affect our overall kit.

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  • If Amplify is gonna be a central part of Stormcaller, then more of its abilities should benefit from it. Chaos Reach should ramp up damage over time (up to 75% additional damage) during the Super if you activate it while Amplified. Stormtrance should be able to deal full ramped up damage if activated while Amplified (similar to Wavesplitter's ability from the Catalyst when you pick up an Orb of Power). While Amplified, Electrostatic Mind should either increase Jolt damage, or blind Jolted enemies when you damage them with Arc Abilities. While Amplified, Arc Soul should count as a grenade, and trigger Grenade-centered Mods, Perks, and Abilities, including Spark of Shock. Lightning Surge should have increased distance, and generate additional lightning strikes, if activated while Amplified.

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    • Edited by Artisan: 8/24/2022 11:45:13 AM
      Read through all the details - knew we're being ripped off. Wait until it comes out (said Hunter/Titan mains, laughing all the while behind their hands). Well it's come out and we ARE being ripped off. Again. I mean, really, A G A I N. . You have to go all the way back to Stasis, 2 years ago for when there was any real Warlock innovation. When Shatterdiving was nuts for the entire year. • Devour nerfed. Devour given away. Invisibility spamming meta. Invisibility not available to PvP Warlock. Omnioculus goes nuts. • Solar Well gutted. Bottom Tree gutted. Rift removed for the Phoenix Dive we had. An add-clear fingerclick being a gimmicky low-tier option. Radiant on demand given away free to Hunter whilst you have to score a charged melee hit first for Warlock - making eg Radiant Scout use just not viable on Warlock and easy as can be on others. Meanwhile Loreley goes nuts. • Arc nerfed. Same tired 'Palpatine toolkit' as before, but weaker. Using the same ancient Crown of Tempests without update. Same Chaos Reach, still not boss melting. Same add-clear Stormtrance - want to be Sith Lord Emperor Palpatine? Fine, well get to work clearing out those thrall whilst I Blade Barrage the Boss to death. No Blink exclusivity anymore. No Arc Web exclusive any more. No Ionic Traces exclusivity any more. A sliding charged melee - a chore mechanic, not a OHK, uses up an entire melee charge so not viable as a movement option, no use in tougher content either. No new movement options. No new Rift options or reworks. More nerfs, more one-way giveaways, no new fundamental kit. What are we meant to do Bungie ? Switch classes to use all their new toolkits and armory ? Go back to 2020 Shadebinder ? [B]These needed refreshes, innovation, interest levels sky-rocketting.[/b] This is years of damp squibs for Warlock.

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      • I love how they were glowing it up about how being amplified would change the warlock so much and how it's melee abilities would be improved but they didn't even improve the damage of the one aspect that uses your melee. Like at the bare minimum it should have improved the aspect. Getaway artist now definitely needs a rework as it's only use is when you aren't running electrostatic mind. Just go back to what it originally did and make it an even further improvement on the arc soul. If I'm going to use an exotic and (likely) 2 aspects it should be able to pump out some serious damage.

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      • I've had a similar discussion with a friend while we were grinding out Dares at the end of last season... Titans and Hunters have their place in combat. Titans are the "Get in their face and be a wall/swing until you're the last thing standing" class, and they can do that well, best case scenario, a Titan doesn't need their weapons, their fists are enough. Hunters are the glass cannons, they're fragile, fast, and hit like trucks, dodging and weaving and debuffing enemies. They rely more on their weapons and movement Warlocks are left to fill every gap that mages are meant to fill, and Bungie isn't sure how to make that happen... I posited, take the gliding and aiming that Heat Rises gives a Solar Warlock, and make that a Warlock centric thing. They can glide and shoot without falling no matter their subclass. Make their melee override and grenade cooldowns super short, to the point where, like titans, they could pretty much put their guns away and just be pure ability users. In exchange, I'd say take their ability to charge grenades and make that something everyone can do, take away the "touch of Flame/Thunder" aspects and just make the charged grenades do those effects. Witch Queen had Ikora show us what a Warlock is capable of, when she leapt from her jumpship, nova bombed an ogre, them immediately stormcalled a barrier away, without ceasing her flight. Even if we never reach [i]that[/i] level of power, just being able to fly about while shooting or slinging grenades and melee overrides would be great. Alter the focuses of the subclasses to zero in on one or two specific playstyles: Dawnblade (I used to run attunement of the flame) seems to be focused around healing and the like already, so why not go all in on that? Give all warlock solar grenades a healing explosion so they can throw a solar grenade towards a surrounded titan or hunter, not only giving them room to maneuver but also getting them back in the fight, using heat rises to consume a grenade already creates a healing burst around the warlock to start, and buffs phoenix dive with a flame aoe that also heals and cures allies nearby, extend that to icarus dash launching a short range flame burst in front of the warlock that heals allies, and the rifts/ well creating a burst of flame around them on cast that does the same thing. Dawnblade is the Cleric/ Paladin. Voidwalker (I used to run attunement of chaos) already has a focus on being like a vampire of sorts with great aoe and mobility, Devour and Bloom doesn't need much if any tweaking to be really focused in and fun to use. I'd say make their blink more unique by giving it a small suppression aoe when they reappear to make them a slightly more aggressive sub class, and you have a pretty good dark mage/necromancer in Voidwalker. Stormcaller (attunement of the elements)... hoh boy... If Dawnblades want to stay in the backlines or above the fray, and Voidwalkers want to get into the thick of it with massive aoes and life steal, then Stormcaller should be the direct dps and middle ground. The idea behind amplified is great, but it does need more. Tie some old effects into amplified. invert electrostatic surge so when you're amped, being near you buffs your allies as well, giving them faster movement and reload speeds, while increasing the recharge speed of the warlocks melee and grenades for every nearby ally, casting stormtrance or chaos reach while amplified should also proc transcendance, consuming the amplified buff for a full heal and longer super, and maybe stormtrance also blinds and jolts when amplified due to landfall being just part of stormtrance now. Chaos reach maybe gets little aoe bursts if it drags across the ground when transcendance is procced that blind enemies caught in them. Amplified could also make it so that all grenades are charged grenades without needing to be charged, and the melee overrides become mini supers, chain lighting is a flash of chaos reach for a second that trades its arcing multi target for a long range pierce, and ball lightning becomes like a small arc nova bomb, creating a larger pulse grenade effect when it lands. Again, doing these super melee overrides consumes the amplified buff. Maybe a new super that's like a version of the cone of storms that Savathun could cast, a large cone that is basically a super sized storm grenade. Turn Stormcaller into the dps chain killing machine that it can be. Shadebinder... I don't really use shadebinder enough to have a good idea of what to do to it..and it's like 4am. and I am fried... but if anyone has any ideas.. feel free.

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        • Which means your exotic slot is freed up to run something else. Why not just PLAY with the changes and see what you can do with them? Seriously….

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        • Is there anyone at Bungie who advocates for warlocks or is it still all about hunters like it has been since D1?

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          • Back to void and Stasis it is then.

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          • Warlock arc3.0 is pure dogshit. no reason at all to play it over the other two. If anything since solar restoration is gone, best to go back to voidlock.

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            • Yeah I went back to my radiance, icarus dash solar build. I'm out running the "speedy boi" arc players effortlessly. On top of the speed boost not feeling very speedy comparatively, it also hinders the jumps on warlock. If I had the boost active it very clearly cancels out burst glide and slows down the jump, it made no sense. I played my hunter last night too and God it was so much more fun to play than arc warlock. Blinking and throwing arc erupting javelins across the map to hold down a side, or impale a boss and electrify him and everything around him. It was epic. Warlock literally just feels the same as it did on Monday.

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              • Edited by WulfPak666: 8/24/2022 7:06:05 PM
                Here are the general concept for each 3.0 build to me at least. Void: A little bit of everything. You want decent single target DPS? Got it. You want crazy good ad clear? Got it. You wanna be borderline immortal with crazy fast ability uptime and more explosions that you.know what to do with?? Got that too. Solar: Just use Well & Double stickies for everything. Or spam your "insert exotic guantlet build" here. DawnBlade is strictly a PvP super because not even tractor cannon & Dawn Chorus can help that poor thing, maybe if you speed run, it can be useful. Arc: Do anything and become a fast as hek boi. Super is still a tickle machine to anything that isn't a basic vandal or dreg and Geomags is still MANDATORY for Chaos Reach. Void is by far my favorite of the 3. The up time for abilities and health is insane. Solar is my second favorite only because Arc is underwhelming. Not even the fragments and aspects provide much for the Warlock for Arc either. They don't have the same "wow" factor that Solar and Void had. Arc is basically just, zap people and go fasterer. Watching Warlocks try to do the blink melee at me only to instantly get shotgunned in the face was pretty hilarious in pvp last night though. But who am I kidding. You bring up anything about your class being "weak or underwhelming" and everyone just says you "whine too much", 😅

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                • Also buff stormtrance super time OR remove the teleport cost. Same for dawnblade and novawarp. Those supers last like 10 seconds if you want to move around the map. Meanwhile golden gun, ehich can crossmap one hit you with aim assist over 9000, gets a time bonus because reasons.... At this point why not merge all guardians, give everyone every aspect and ability and let chaos reign, because you simply are not able to get the class balance to at least a decent point. FFS

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                  • The fragment spark of ions does the same exact thing as the warlock aspect electrostatic mind, so much for warlock identity lol.

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                    • The amplified abilities need a buff but then again currently Warlock is the better debuff user in void which was taken from hunter. Void hunter although fun was killed on release after voidlock basically did the main nightstalker thing but better. I am okay 1 subclass per class being lackluster because it was going to happen eventually. Void and stasis are fine but solar needs to be more focused. Solar warlocks should be the only class with easy access to restoration and have it removed from sol Invictus. That way warlocks remain the healers and have better survivability. Titan only needed cure and I way too easy to use in PvE. Solar hunter is arguably the middle man with that element. Arc just needs proper survivability and sticking to class identity. Titan although I hate they have the dodge but it fits with the future soldier identity. Warlock although the abilities are cool need a damage buff when amplified to fit the caster style. Hunters should have been more focused on mobility and single target damage but I will admit I like the current style too. I hope that all four subclasses for each class gets 1-2 new aspects next season to bring up the weaker ones and freshen up the others

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                    • Give warlocks touch of thunder

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                      • 2
                        I'd say you were just crying but you actually provided feedback and actual points instead of just we got nerfed and refused to elaborate

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                      • Amplify in general is fairly undercooked to me. For all classes, the supers don't get changed. Theres no effect on ANYBODIES grenades. Only some melees can even use it. It doesn't increase melee damage or any damage at all except for the additional effects few melees get. It just...it really doesn't feel like a whole lot which is why warlocks having their identity be that...feels so underwhelming.

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                      • I honestly think it's time, as of about five years ago, that they started defining exotics separately between pvp and pve. Like escape artist. Sure great it amplifies them............. So? Maybe your arcsoul does a little more damage, a very little, but you're basically giving up your grenade to accomplish that, and without your grenade, you're kinda.... meh... One thing that all three classes need, immediately, is that any "movement dependant melee" such as shoulder charge, or the slide attacks of hunters and warlocks, need to work with glaives. I'm sorry I know that bungle had this whole idea of how things should work. They were wrong. Laughably wrong. And now glaives serve as more of a hinderance than an asset. It also doesn't help that where as the last two seasons had perks that pretty powerfully aided Void, then Solar, this season we... have some things that might be interesting once unlocked, but nothing that's going to change how anything feels.... And to be brutally honest, they /know/ that. For a fact. That they basically launched arc 3 with nothing to make it interesting. How do I know it was deliberate? Because I've played for exactly one day, and am almost to the top tier of artifact perks. And I don't mean heavy grind,l I mean I worked on it for a few hours. Last season it was unbearable getting to those hot perks at the end..... I mean, okay not unbearable but it felt like it took forever. This time round I think anyone who's a regular player will have the entire thing unlocked in no time. Why is there a difference? Because Bungie deliberately didn't launch it with anything worth dragging things out for. I'm really disappointed in this season already. Yeah, sure, I'll give it a chance... but I've been playing outriders and that is a game that prides it's self on putting you through hell and frankly I feel more powerful in that than I do in destiny right now.

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                      • I play all three classes but have always liked warlock the most Can’t really comment on “build crafting” I put as much thought into it as Bungie did with the UI and the inability to save my “build crafted” load outs lol My opinion differs on all these mods and fragments as I think bungie just did it to make things easier to nerf and more difficult to judge what sub classes are at the bottom of the barrel Tin foil hat for the win !!!

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                      • I would say make it so electrostatic mind amplifies grenades the same way the Titan aspect does.

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                        • The synergie is way better now with arc 3.0 you can cast ability like a madman

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                          • Amp should probably boost grenade behavior, yeah. Other than that it's pretty good where it is.

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                            • Destiny’s sandbox is already a rough place for a caster. Superior positioning and fast supers were the only thing Warlocks got going for them (and quite powerful at that), but it’s been all gone by now. The devs don’t have vision for Warlocks and they don’t understand how people want to play casters in a FPS game. While Hunters and Titans hear what new plays they will be able to do, we are told we’ll look just like a storm shaman. It is helpful how? Last time they made a Warlock subclass which could do sort of signature plays was with Stasis… too bad the knee-jerk reaction got it all nerfed.

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                            • I haven't tested it yet, but I find it a little sus that of all the Arc Exotics to have any changes to them - specifically for Arc 3.0 - it's the Warlock ones. Perhaps that indicates the subclass itself isn't up to standard? Meanwhile trash Arc exotics on other classes are left untouched (Eternal Warrior and Raiju's most notably), AND no Arc weapons were updated beyond intrinsic Champ mods and the pre-season Coldheart buff giving it Ionic traces. Arc 3.0 just looks half-assed rn. I'll test some things and see if my opinion changes

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                              • I feel for y'all, and though Hunter's got a lot of cool -blam!-, I am still using Liar's Handshake as my only arc exotic, so not much has changed for me either. I used to main warlock, and I seriously hope y'all get some mega buffs, especially for Chaos Reach. I love that super.

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                              • Ok

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                                • I just feel is such a lackluster change. Bungie said that warlock arc was pretty balanced. The rework doesn’t flow right. Yes the change to storm trance is good but this whole amplify to get good is lame especially in pvp.

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