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Destiny 2

Discuss all things Destiny 2.
Edited by Future: 8/24/2022 11:13:47 AM
2

The Arc 3.0 Endgame Perspective

Arc is fun. Zooming around and wiping out dozens of low-tier ads is always going to be fun. The flavor is on point, the direction is correct - but I feel that there are a few missing parts to solidify the viability of arc 3.0 in the endgame meta. Notably, Master and GM content. [i][b]The goal:[/b][/i] Align Arc 3.0 subclasses to be in the same power level of the other 3.0 elements in terms of utility and damage (through unique and arc-centric flavored effects). Most of my feedback will be focused on Titan, as well as a change I believe would benefit warlocks as well. [u][b]Note[/b][/u]: I will be using this chart (most up-to-date I believe) as a point of comparison for all of my damage numbers [url]https://www.reddit.com/r/DestinyTheGame/comments/ww1be8/did_some_super_damage_testing_with_gathering/[/url] [i][b]Titan Arc 3.0:[/b][/i] This is my main class, I would like to be up front and clear in that fact. Proposed changes: [u]- Titan Amplified Passive Change:[/u] Melee kills while amplified grant a stacking damage resistance bonus, up to a maximum of 5 times. Would stack linearly with 8% per stack (probably 3-5% in pvp) This would be around 80% damage resistance with 100 resilience. Perhaps even more with Juggernaut. Juggernaut would still be a useful tool in starting this domino effect in GM level content, or might even be required in GM level content so we can use our melee skills properly (surviving going into melee range to either thunderclap or seismic strike). Solar and void have this level of strength. Void ad-clearing capabilities are un-matched, and solar healing abilities are near this level of power. Bring Arc 3.0 up, I promise nothing will break that bad. Bungie already has to design insta-kill level mechanics around the healing of solar restoration and void shield-spam. Amplified is a great buff already, but it needs additional class-based flavor to feel better. It currently feels like a consolation prize on titan, speed boost more than anything. Arc needs this. - [u]Thunderclap Rework:[/u] Past the awkwardness of using the ability, the melee simply does not do enough for the inconvenience it is to use. I suggest two branches to focus changes. [i]Either:[/i] Fast paced, ad-clearing focus. Instant cast with little damage, useful to clear red bars at any level of play. This, I believe, should do around 30k damage instantaneously, giving it some power against yellow bars. [i]Or: [/i] Damage scales more heavily towards the 3 second time of charing. Three seconds of standing still is death in nearly every activity other than legend content. Base damage is currently around 40k. I suggest a 150% buff to 100k base damage. This, with buffs, should scale to be around 300-400k damage with synthoceps, heavy handed, knockout and so-forth. Remember that knockout lasts for only 5 seconds and the charge time for thunderclap is over half of that. Yes, this is a lot. But standing still for 3 seconds is death. Getting this off properly (after combining all synergies) should be rewarded greatly. Large investment, large return. Super-level damage for jumping through significantly more hoops is good gameplay and build-crafting, not over-tuning. Thunderclap also innately cancels out many previous synergies, where one-two-punch cannot work with it, nor can wormgod caress (at least not conveniently). - [u]Knockout change:[/u] Simple. Please allow the buff to be refreshed. I know it is strong in pvp for this reason, but having to start and end the buff simply to gain it again after another second feels awkward in gameplay and does not reward the 'flow' idea of arc. Knockout is frustrating in pvp due to lunge de-sync issues, not because it refreshes. Yes, it would be stronger, but the real strength of knockout isn't the fact it 'falls off' after 6 straight seconds of punching. -[u]Fist of Havoc:[/u] It needs trample back. Using the super still feels awful currently. Please just add 'killed combatants restores super energy' to the super and it will be significantly better feeling to use. As it is I can barely use 3 slams before I am out of energy. Just lock that to pve only, and everything will be fine. -[u]Thundercrash:[/u] Thundercrash is feeling completely overshadowed by Blade Barrage. Even without Star Eater Scales at max stacks, simply combining perks built into gunslinger out- damages thundercrash. Thundercrash is more investment, and therefore should be more reward. Blade barrage is easier to land (against any medium sized foe), and incurs very little risk onto the hunter. I propose a buff in damage to keep it inline with Blade barrage, going from around 200k to 250k.This would keep in line with Blade barrage, while being beat out by it slightly when buffed-out-the--blam!- against big targets (approximately 820-900k in total for blade barrage). Consistency without absolutely obliterating the other super in competition. The goal would be for Blade barrage to be around 530k (SES stacks x4) with all knives hitting, putting it a good 30k damage over thundercrash (with cuirass). A good balance for the investment in time for Thundercrash to spend in the air, while Blade Barrage only being that useful against large targets. Pros and Cons. To put it simply: thundercrash should be a tad more effective than blade barrage on consistency basis, where the extra investment in flying and returning to dps should be rewarded. 10-15% damage wise over blade barrage versus medium/small targets in my opinion. Desired Gameplay loop after Titan Changes: Melee kill red bars to charge up damage resistance, opening up opportunities to use melee abilities Activate thunderclap or seismic strike One shot a stunned champion (or chunk a boss) with a fully charged thunderclap or peregrine seismic strike Repeat. I believe that thunderclap should do more overall damage than seismic strike, and therefore be more useful in chunking bosses rather than the focused major and champion killing build that is seismic strike with peregrine greaves. [i][b]Warlock Changes[/b][/i] I will be taking a lighter approach to this, as I do not play it much myself. Amplified needs another basic buff to feel like more than a consolation prize on warlocks, it feels like it only really provides a speed buff. The melee buffs are helpful, but largely useless in anything but low-tier enemies. [u]Proposed Change:[/u] Amplified should provide Warlocks with the innate ability to blind enemies (combatants) with arc damage. Their survival should be focused on blinding enemies, not stacking resistances similar to hunter and titan. There is also a good path to take with Warlocks, where amplified could buff the jolted effect (similar to cure on dawnblade) into an enhanced stun as well as just basic damage over time. Jolted seems underwhelming currently. [u]Chaos Reach[/u]: It does need a buff, like many other threads are saying. A simple solution would be to shift most of the damage into later in the super, where the last few seconds would be the largest portion of damage. Scaling up and ramping up is directly in line with the 'omega beam' fantasy. Pheonix protocol and geomag Chaos Reach should do, nearly, the [u]best damage per second in the game over the total duration of the super.[/u] (Probably somewhere in the range of 100k or something.) Combining to supers properly is a heavy investment and should incur a heavy reward. It would also fuel the fantasy of the titan, literally 'fueling the fire' of his teammates. Fantasy reinforcing is the best part of these classes, let them shine. According to the chart linked above, the dps of an entire chaos reach is 45k damage per second. I believe that this should be increased to 70k. That is good damage over a sustained amount of time. It doesn't beat out well practiced gun dps rotations, but still solid on its own. With sol invictus it should be around 110k, with most of that damage coming out during the last few seconds of the super (after scaling up over its duration).

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  • I definitely know I won't be taking hunter Arc 3.0 into anything endgame because it just doesn't have enough survivability for the hardest endgame content. That is the one reason why I never play Arc. You get some damage resistance while sprinting but it's just not possible to stay sprinting in alot of areas of the game where they don't give you the space to run around. The very beginning of vault of glass, there's no way you're getting that resistance buff when you have to stand in a small circle for so long, absorbing a ton of damage. Hunter arc is simply not designed to be able to play alot of content. And nobody is talking about this.

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