Let me preface this by saying I try to be fair minded, sure I'm a warlock main but I never want them to be OP, just on par with everyone else in terms of how strong their abilities and exotics are vs how often they are able to be used and that kind of thing. I also don't want abilities stripped from Titans or hunter as they are leaning into the identities that they were given so we're good there.
At the moment though it feels like every time I see someone talking about the state of the game in pvp sense (from a sandbox point of view) they are mentioning these things.......
How strong invis is. (Yes I know it just got a slight nerf)
Void over shield spam from Titans
Going up against teams of three Hunters or three Titans
Spamming Citans rampart barricades (The shoot through barricade)
Free wall hacks with Keprhis sting for hunters
How strong Arc titan is, OHK Melee options = top tier (With accompanying exotics) Thunder crash = top tier. Grenades = top tier. Class ability = top tier.
No one is complaining about how strong Warlocks are right now and for good reason.
All I want is for Warlocks to have the same level of identity and accompanying strength and utility that the other class' have but at the moment it doesn't seem to be the case. What we had got dished out to everyone and we got next to nothing in return by comparison.
Both Titan and Hunter void class activate their primary identity perk on class ability activation. Hunters = dodge to go invis. Titans = place barricade for Over shield. While Warlocks can no longer activate devour at will. We have to get a void kill, or pick up an orb of light (If we are have the fragment on) or wear a specific exotic that hurts on on two fronts. 1 we don't get to use a decent exotic and 2 we have to use empowering rift. All just to do what the other classes can do as a side benefit of using their class ability.
Also I don't believe this would be op at all because Invis and over shields give you an advantage at the start of an engagement however devour does not....it's only beneficial if you win that fight. Some will say we should get our ability to absorb a grenade back to activate devour however I see this as a down side again. The other class' don't have to sacrifice a grenade for their void verb perk so why should we. Devour should activate on rift placement (no matter which one) and hand held super nova should return to convert any grenade into the short range blast that it is (Tweak to whatever is necessary whether its a ohk or not)
Daybreak super in both PVE and PVP is non existent.
The whole play style of arial dawn blade is dead due to a few things. Air borne effectiveness, phoenix dive having a really long cool down, and heat rises having some serious drawbacks. (Absorb your grenade to float slower in the air, appear fully marked on radar, not have perfect in air accuracy, receive no extra resilience when in the air, and get a second dash....which is propelled by the amount of existing momentum so when you consider the fact that you're slower in the air while heat rises is active, it sucks.
Everyone got healing grenades.
Everyone got arc web with jolt.
Everyone got pulse wave with amplified.
Warlocks are played the least in PVP by a mile and the recent "Buffs" if you could call them that will do nothing to remedy that. Warlocks don't need arbitrary and poorly thought out buffs....we need some serious overhaul right now.
*Devour on rift cast for void.
Don't use secant filaments as a justification for not doing this because no one uses that exotic anyway so not implementing a change like this because of an exotic no one uses is a moot point. Just change the exotic. Same with contraverse holds for the below point about hand held super nova. Just change the exotic or remove the shield it gives while charging.
Hand held super nova being a thing again. (Only class in game without a true ohk melee and no throwing knife doesn't take MORE skill than hhsn, with hhsn you have to factor timing of the engagement and charge accordingly, distance from player because of self kill, hold time being a short window, high risk high reward but now its high risk no reward / never used because its trash. Throwing knife, aim for head, short wind up animation, huge range, resets on kill. If that isn't a fair justification for hhsn making a return I don't know what is.
Our grenade aspect not requiring an animation and providing an additional fragment slot.
-
6 RepliesOur dodge is the only one that doesn't break aim assist either. And you move so slow ( with no momentum) that it pretty much sticks to you the whole time.