As the title suggests, Arc needs some tuning as I rarely see Arc used in day to day gameplay.
My thoughts on how to make Arc better, or at least more enjoyable are as follows:
Arcstrider:
Arcstaff: Have Arcstaff jolt targets upon the heavy attack in a light - light - heavy attack combo. Right now, Arcstaff is never used and doesn't do enough damage when compared to other Super abilities in game. It completely relies on Raiden Flux to be a usable damage Super, and is currently not the best enemy clear Super available.
Gathering Storm: Decrease the time it takes for each tick of the Super ever so slightly. Right now, Gathering Storm is actually not bad at what it does, but the main issue is that it doesn't do all of its damage potential fast enough to be used effectively. Most bosses in Destiny will go immune before Gathering Storm does all of its damage, decreasing the time between each tick, would make this Super somewhat better at it's job.
Stormcaller:
Stormtrance: Stormtrance is actually in an okay state as it is, but could use some duration increase to make it slightly more effective against tankier enemies and larger enemy groups.
Chaos Reach: As it stands, Chaos Reach is only usable with Geomag Stabilizers, so there's only two ways to fix this. Either allow Geomag Stabilizers to top off Super energy prior to the nerf, or buff the damage of the base Super ever so slightly. The Geomag nerf was completely unnecessary and completely gutted the potential of the Exotic, and by giving it it's ability to top off Super energy, the more usable both the Exotic and Super become.
Striker:
Fists of Havoc: As someone who played Striker Titan in Destiny 1, I genuinely wanted to like the new version of the Super, but I just can't anymore. Hammer of Sol is arguably the better choice for a roaming Super, as Fists has to work with the wonky system that is melee registration so my idea is to rework Fists of Havoc back to it's original Fist of Havoc version from Destiny 1, where it's a one and done thing. The reasoning behind this, outside of melee registration, is simply for the fact that Fists of Havoc isn't an enemy clearer, because of the need to expend Super energy to Shoulder charge enemies while in Super. It's also not a high damage Super, so it can't keep with Solar, Strand, Twilight Arsenal, or Prismatic.
New effects:
Rising Thunder: Defeating Combatants with Arc weapons or abilities, charges volatile Arc energy around you. After 10 seconds, the energy will detonate, unleashing a shockwave, jolting nearby combatants.
Stormrider: Rapid final blows with Arc weapons grants an escalating bonus to weapon handling, reload speed and stability. (Replaces Amplified and Speed Booster)
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1 ReplyIt really just needs blind to be more accessible. That’s all.
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1 ReplyI can't speak for the other classes but Stormtrance is absolutely not in a good state, it really needs a buff to either base damage or to an Exotic such as Stormdancer's Brace, as even at 10 stacks the damage is still quite pitiful for anything beyond Patrol level enemies. The duration can be extended through Crown of Tempests though a minor extension to the duration wouldn't necessarily be a bad thing, which acts as a counterpart to Geomag Stabilizers. Speaking of, that exotic is so much better than it ever was previously, if you are running an Ionic Trace build such as Coldheart or with Jolt subclass verbs, your super is recharged extremely fast and I rarely have taken them off since they were buffed in Season of the Witch. I would love to see something like Electric/Amplified Armor as a Fragment or an Aspect, especially since it has been an Artifact perk for 2-3 seasons and is generally loved each time. That alone would be sufficient to make up for the lack of healing on the subclass, as orb generation is much easier in my opinion due to the fast ability uptimes.
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[quote]Chaos Reach: As it stands, Chaos Reach is only usable with Geomag Stabilizers, so there's only two ways to fix this. Either allow Geomag Stabilizers to top off Super energy prior to the nerf, or buff the damage of the base Super ever so slightly. The Geomag nerf was completely unnecessary and completely gutted the potential of the Exotic, and by giving it it's ability to top off Super energy, the more usable both the Exotic and Super become.[/quote] A-freaking-men to Geomags. They straight murdered my favorite super. The exotic and the super...both garbage now. And a huge reason why? PVP. I despise this "we can balance both sandboxes separately but never do for some reason because screw you and your fun." I just want my Favorite class back. Why do these devs hate fun.
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2 RepliesHunter needs better aspects BADLY. One of the aspects is just nothing but better reload on amplify.
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Edited by Soul_Eater_42: 10/15/2024 3:07:35 PMStormcaller's [b]Stormtrance[/b] super needs the ability to generate Jolting lightning strikes on enemies you chain lightning to, the ability to rapidly recharge [b]Storm Grenade[/b] when it's equipped, or the ability to replace the Ionic Blink with a stronger version of [b]Lightning Surge[/b] when the Aspect is equipped. [b]Fists of Havoc[/b] needs to have an effect where the shockwaves from the heavy attack (slam) Jolt enemies, and the light attack (seismic Strike) deals significantly more damage to Jolted targets, or the ability to use a stronger version of the [b]Thunderclap[/b] melee when it's equipped. [b]Arc Staff[/b] needs to be able to apply Jolt after dodging when you have have the [b]Lethal Current[/b] aspect equipped, and use a stronger version of [b]Ascension[/b] when that Aspect is equipped. [b]Chaos Reach[/b] needs to have the periodic Arc bursts deal escalating damage, or [b]Chaos Reach[/b] itself should deal bonus damage to Jolted targets. Their neutral game could use a bit of a buff as well. While Amplified, Stormcaller's [b]Lightning Surge[/b] has lingering lightning strikes. While [b]Electrostatic Mind[/b] is equipped, [b]Storm Grenade[/b] becomes a stationary Storm, lasting about 5 seconds, when used while Amplified. While the damage buff of [b]Combination Blow[/b] is active, your melee speed increases with each stack. [b]Tempest Strike[/b] should have a follow-up attack after the initial uppercut where you throw the Arc Staff while in the air, creating an Arc burst on impact that damages and blinds enemies. While [b]Knockout's[/b] effect is active, melee final blows unleash an Arc burst that damages and Blinds surrounding enemies. When [b]Juggernaut[/b] is equipped, you generate a Arc field around you that Jolts nearby enemies when sprinting with the Speed Boost while Amplified.
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Edited by Magiscene: 10/15/2024 6:50:36 PMIt definitely needs some love. More healing or increased DR is a must. More ways to proc blinding would be nice to.
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Some more dr and healing would be good.
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Back when the Lightfall GM first launched, there was a secret tech that allowed ArcStrider to clear the first room, including the hive guardians.
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Edited by BabyMoonArt: 10/15/2024 2:55:52 AMHonestly, a fragment that heals when using melee would be nice considering how dedicated to melee this subclass is. Damaging enemies with charged melee attacks grants a slight HP boost (50HP) and refunds melee energy (1/3) upon defeating enemies affected by Blind or Jolt with your charged melee. -Hidden Function- When pared with Combination Blow, this fragment instead allows the user to heal nearby allies (50HP PVE ONLY) by dodging after defeating an enemy with Combination Blow. (This since Combi already heals the user). In PVP Combi's healing is boosted normally, due to the sheer difficulty (or rather rarity) of pulling off a Combi kill in PVP.