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2/9/2025 9:45:55 PM
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Tormentors are complete BS - suppress light - incapacitate you - more hp than a tank - you can't beat them you can only outlast them Ridiculous Bungie Leave these for the tryhards in the dungeons and raids and take them out of the open world
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  • The grab does nothing to you in aether

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  • Untrue. I have been grabbed and killed at least three times.

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  • Huh I got grabbed and it did like nothing

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  • I have been grabbed dozens of times (punchy titan) and it doesn’t even take your health halfway down it’s not even a quarter of your health.

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  • 2
    Ferus Lux
    Ferus Lux

    "Atleast the stars will remember..." - old

    There has to be a broken enemy or two because our loadouts and output have become busted. Tormentors, like Wyverns, exist to force player movement so the winning strategy isn't sit in a well/rift/barricade and dump heavy ammo.

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  • Which is why I like the Strand Psions. Very good counterplay against campers, and forces the player to be hyper aggressive or keep range.

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  • 1
    Ferus Lux
    Ferus Lux

    "Atleast the stars will remember..." - old

    Same. Sometimes I'll even capitalize on their strand pull to nuke the entire crowd of other enemies they're in with finisher effects and a glaive.

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  • [b]Movement Displacement[/b] has no place in [i]Destiny 2[/i]. Not for our enemies [b]OR[/b] our Guardians.

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  • Why? Provide me a simple reason that isn’t just opinionated. It adds a facet to gameplay that hasn’t really been explored yet. We’ve had movement displacement in the form of Boss Stomps and repulses, they kept us away and from damaging the boss. Why can’t we have something that pulls us closer. And what about bosses like Rhulk? He moves around a ton. If the issue is getting a good line of sight and being able to shoot your -blam!-, then by all means, Rhulk should be a super problematic boss for you. The way I see it, there is no good reason why Movement Displacement shouldn’t be included in the game. It encourages players to be more adaptable.

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  • [quote]The way I see it, there is no good reason why Movement Displacement shouldn’t be included in the game.[/quote] Is [i]Movement[/i] a skill?

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  • Yeah, it is. Movement and Good Movement at that takes skill. Movement takes knowledge of how the game physics function, along with one’s ability to understand positioning. Sure, basic movement is highly intuitive, like just running around, hell, even B-hopping on Warlocks, but that doesn’t take into consideration positioning and usage of the available tools at your disposal to move faster, better, and overall in a much more complex manner so as to gain increased survivability. Movement Displacement disrupts and adds difficulty to one’s ability to move, and as such, adds further skill to the manner, as you require knowledge on how to recognize the signs that they are about to disrupt you, or some other crap. This isn’t even in consideration of PvP where speed and movement are just as important as Gun and Ability play. Being able to flank an opponent faster than they can flank you gives you better counterplay and area control as opposed to being cornered like the opponent team now is.

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  • [quote]This isn’t even in consideration of PvP where speed and movement are just as important as Gun and Ability play.[/quote] If you can recognize this, then you should recognize that Movement Displacement drastically reduces the skill ceiling of movement, in addition to reducing the floor for success. A crap player can CC one out of existence in PVP via Displacement Abilities. That isn't how you promote retention or upward growth.

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  • Stasis, strand, and suppression are all movement counterplay and shut down, just like how Blind, Smoke, and Radar ping counter gunplay, and Suppression also counters Ability play. The way I see it is that It adds a facet to the game that allows for someone to counter a very specific portion of the game. Stasis can counter Gunplay, but stasis is going to be used close range because at that range, it’s nigh a guaranteed kill, but at further ranges, Freeze will not guarantee the kill less the frozen player is bad. It wears off to quickly. With strand, you can still counter suspend by shooting the player who causes it. It will be harder, but it doesn’t guarantee a kill like Close Range Freezes do. It’s similar to how a Hunter might use tether against someone popping their super. It’s to punish them and to counterplay the Abilityplay.

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  • Lol don't stand still maybe? You can jump on one of those anchor looking things and just shoot down 😂 I swear some on you just want patrol lvl difficulty.

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  • Sssh.. keep that quiet 😏👍

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  • Don't worry their comprehension skills are just as good as their gaming skills.

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