Destiny 2: Why Hunter's ‘Combination Blow’ Is Underused in High-Difficulty Environments
Introduction
(my mother language is not English, so please forgive me and tell me if there is some translation mistakes )
In the multiplayer cooperative PvE shooter game Destiny 2, skill design usually revolves around balancing resource consumption, damage return, operational costs, and team synergy. Among these, " Combination Blow," one of Hunter’s melee skills, has theoretically high burst potential and zero-cost cycling potential. However, this seemingly "risk-free" skill has long remained an unpopular choice among players. This article aims to analyze the mismatch between its skill design and actual combat environments, revealing a frequently overlooked variable in game design: the cost of time and environment.
Table of Contents:
What is ‘Combo Strike’ and What Was the Design Behind It?
The Overlooked Core Resource: Time and Environment’
How to Retain the Concept While Adapting It to Modern Gameplay
Main Content
1. What is ‘Combo Strike’ and What Was the Design Behind It?
" Combination Blow " is a melee skill for Hunter in Destiny 2, which requires zero distance and has almost no cooldown. Its mechanics are unique: when players use it to successfully kill an enemy, they gain a stackable "Combo Strike" buff (up to three layers) that significantly boosts both base melee damage and the skill's damage itself. This buff is not consumed unless the player achieves a kill.
The designers' intention is clear: players should first use it to kill weak enemies, building up damage in a snowball effect to eventually achieve a chain of melee kills. More cleverly, the skill can be recharged through the Gambler’s Dodge skill (a dodge ability triggered by kills), allowing for a theoretical infinite cycle.
However, despite the design seeming like an "easy win," this Combination Blow has nearly vanished in high-difficulty PvE environments, becoming a skill setup only seen in beginner areas. The primary design flaw lies in underestimating the skill's startup threshold and the "environmental cost" and "time cost" required to sustain it.
2. The Overlooked Core Resource: Time and Environment
2.1 Environmental Cost: Imbalance Between Risk and Reward
Combination Blow relies on close contact between the player and enemies, but in high-difficulty PvE environments, enemies usually have stronger counterattacks or abilities. This significantly increases the risk of melee combat. Despite Combination Blow not consuming extra resources, its design fails to account for the survival pressure in these "high-risk" environments, making it difficult to adapt to these changing conditions.
Examples:
When attempting to approach enemies in high-difficulty areas, players might receive fatal or disabling damage (from a Cabal Heavy Machine Gun or a Knight's Heavy Cannon), and the skill's damage is insufficient to effectively kill the enemy.
Players, after accumulating enough buffs, may encounter enemies that explode upon death, making it difficult to safely execute effective kills.
When facing multiple Champion enemies, even after stunning them, the prolonged kill window may allow other Champion enemies to recover and launch a lethal melee attack. Furthermore, other enemies in the scene may suppress the player with firepower.
2.2 Time Cost: High Expectations of Damage Cannot Cover DPS Shortcomings
The efficiency issue with Combination Blow is its comparison to instant burst damage. Even in perfectly safe environments, players are unlikely to choose it as their main output skill. This is because Combination Blow requires time and environmental setup to accumulate buffs, and this process is far less efficient than other burst damage skills, like the "Prism Titan's" and the "Prism Warlock's" high damage AOE abilities (e.g., Holy Sacrifice, Ball Lightning). While the design theoretically allows for massive total damage, in practice, its actual output is often limited by the need to kill lower-priority enemies, making it unable to meet the need to quickly kill high-threat enemies in high-intensity environments.
Examples:
In scenarios where there are no sufficiently weak enemies, the skill becomes ineffective.
Even with sufficient buffs, the output speed of Combination Blow still falls behind that of other instant burst skills (like Rocket Launchers, Holy Sacrifice, Nova Bomb) when dealing with grouped enemies.
Defensive challenges and high-threat enemies (such as slow grenades, one-hit kill melee attacks, Cabal Heavy Machine Guns) prevent the player from continuously attacking the target within the buff’s duration.
2.3 Team Synergy: Combination Blow Builds Aren't Favored by the Team
The design of Combination Blow relies on killing relatively weak enemies to stack buffs, which conflicts with other more efficient skill mechanics. In high-intensity PvE environments, players often need to clear large groups of enemies quickly, particularly in dense enemy clusters. Other skills (like AOE abilities from "Prism Titan" or "Prism Warlock" such as Holy Sacrifice or Ball Lightning) can efficiently eliminate enemies, providing higher output rewards. In contrast, Combination Blow relies on consecutive kills of fragile targets to accumulate buffs. However, after AOE skills clear the enemy clusters, Combination Blow becomes nearly inactive.
Examples:
When enemies cluster together, teammates’ AOE skills (like Rocket Launchers, Holy Sacrifice) clear the enemies more efficiently, leaving the Hunter using Combination Blow unable to contribute meaningfully.
In scenarios where enemies are spread out, teammates' long-range point damage skills (like Golden Gun, Linear Fusion Rifles, Sniper Rifles) provide better burst potential, while Hunter, reliant on close-range combat, fails to make a significant contribution.
Even when multiple players use Combo Strike, the limited number of fragile targets means players will compete to stack buffs, ultimately preventing them from accumulating sufficient buffs.
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2 RepliesTLDR: The higher the difficulty the higher the risk of a CQC playstyle.
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1 ReplyTHANK GOD. People are finally starting to realize that combo blow is only really good on paper or solo! I hope the timer is just removed COMPLETELY, all it does is lock you into a playstyle that punishes you for using your weapons and forces you to be up front at all times. Someone stole your kill? You’re dead now and have no recourse whatsoever LOL!
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Its more an add control tool than anything. Not the best for champs since they nerfed 1-2 punch and the melee damage. But it excels in super charging, especially when paired with lethal current and flow state. It easily activates perks like hands-on and dynamo and allows fast grenade recharging. I've been using it for a long time and can say that the skill ceiling on this one is high. Easy to use, hard to master. Enemy AI knowledge is a pré to be effective.
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It also doesn't help that Combination Blow has received quite a few unnecessary nerfs since Final Shape came out, because Prismatic is too OP. Arc was already mid tier at best, and now it's really struggling, especially the Combination Blow playstyle.
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1 ReplyEdited by xbroggiex: 4/7/2025 1:31:05 PMCombination Blow doesn't really work on its own so it needs more raw power to account for that. I'd say they should give benefits at different stack sizes, at x2 it should jolt targets hit by it and x3 it should cause a blinding explosion(though the other melee does that already so maybe just a generic explosion that does good damage and the explosion counts as melee damage.). That or jolt kills grant stacks of combination blow allowing you to stack it at a distance and for survivability when amplified you get more health per kill and hits restore a small portion of your health.
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1 Reply[quote]Destiny 2: Why Hunter's ‘Combination Blow’ Is Underused in High-Difficulty Environments Introduction (my mother language is not English, so please forgive me and tell me if there is some translation mistakes ) In the multiplayer cooperative PvE shooter game Destiny 2, skill design usually revolves around balancing resource consumption, damage return, operational costs, and team synergy. Among these, " Combination Blow," one of Hunter’s melee skills, has theoretically high burst potential and zero-cost cycling potential. However, this seemingly "risk-free" skill has long remained an unpopular choice among players. This article aims to analyze the mismatch between its skill design and actual combat environments, revealing a frequently overlooked variable in game design: the cost of time and environment. Table of Contents: What is ‘Combo Strike’ and What Was the Design Behind It? The Overlooked Core Resource: Time and Environment’ How to Retain the Concept While Adapting It to Modern Gameplay Main Content 1. What is ‘Combo Strike’ and What Was the Design Behind It? " Combination Blow " is a melee skill for Hunter in Destiny 2, which requires zero distance and has almost no cooldown. Its mechanics are unique: when players use it to successfully kill an enemy, they gain a stackable "Combo Strike" buff (up to three layers) that significantly boosts both base melee damage and the skill's damage itself. This buff is not consumed unless the player achieves a kill. The designers' intention is clear: players should first use it to kill weak enemies, building up damage in a snowball effect to eventually achieve a chain of melee kills. More cleverly, the skill can be recharged through the Gambler’s Dodge skill (a dodge ability triggered by kills), allowing for a theoretical infinite cycle. However, despite the design seeming like an "easy win," this Combination Blow has nearly vanished in high-difficulty PvE environments, becoming a skill setup only seen in beginner areas. The primary design flaw lies in underestimating the skill's startup threshold and the "environmental cost" and "time cost" required to sustain it. 2. The Overlooked Core Resource: Time and Environment 2.1 Environmental Cost: Imbalance Between Risk and Reward Combination Blow relies on close contact between the player and enemies, but in high-difficulty PvE environments, enemies usually have stronger counterattacks or abilities. This significantly increases the risk of melee combat. Despite Combination Blow not consuming extra resources, its design fails to account for the survival pressure in these "high-risk" environments, making it difficult to adapt to these changing conditions. Examples: When attempting to approach enemies in high-difficulty areas, players might receive fatal or disabling damage (from a Cabal Heavy Machine Gun or a Knight's Heavy Cannon), and the skill's damage is insufficient to effectively kill the enemy. Players, after accumulating enough buffs, may encounter enemies that explode upon death, making it difficult to safely execute effective kills. When facing multiple Champion enemies, even after stunning them, the prolonged kill window may allow other Champion enemies to recover and launch a lethal melee attack. Furthermore, other enemies in the scene may suppress the player with firepower. 2.2 Time Cost: High Expectations of Damage Cannot Cover DPS Shortcomings The efficiency issue with Combination Blow is its comparison to instant burst damage. Even in perfectly safe environments, players are unlikely to choose it as their main output skill. This is because Combination Blow requires time and environmental setup to accumulate buffs, and this process is far less efficient than other burst damage skills, like the "Prism Titan's" and the "Prism Warlock's" high damage AOE abilities (e.g., Holy Sacrifice, Ball Lightning). While the design theoretically allows for massive total damage, in practice, its actual output is often limited by the need to kill lower-priority enemies, making it unable to meet the need to quickly kill high-threat enemies in high-intensity environments. Examples: In scenarios where there are no sufficiently weak enemies, the skill becomes ineffective. Even with sufficient buffs, the output speed of Combination Blow still falls behind that of other instant burst skills (like Rocket Launchers, Holy Sacrifice, Nova Bomb) when dealing with grouped enemies. Defensive challenges and high-threat enemies (such as slow grenades, one-hit kill melee attacks, Cabal Heavy Machine Guns) prevent the player from continuously attacking the target within the buff’s duration. 2.3 Team Synergy: Combination Blow Builds Aren't Favored by the Team The design of Combination Blow relies on killing relatively weak enemies to stack buffs, which conflicts with other more efficient skill mechanics. In high-intensity PvE environments, players often need to clear large groups of enemies quickly, particularly in dense enemy clusters. Other skills (like AOE abilities from "Prism Titan" or "Prism Warlock" such as Holy Sacrifice or Ball Lightning) can efficiently eliminate enemies, providing higher output rewards. In contrast, Combination Blow relies on consecutive kills of fragile targets to accumulate buffs. However, after AOE skills clear the enemy clusters, Combination Blow becomes nearly inactive. Examples: When enemies cluster together, teammates’ AOE skills (like Rocket Launchers, Holy Sacrifice) clear the enemies more efficiently, leaving the Hunter using Combination Blow unable to contribute meaningfully. In scenarios where enemies are spread out, teammates' long-range point damage skills (like Golden Gun, Linear Fusion Rifles, Sniper Rifles) provide better burst potential, while Hunter, reliant on close-range combat, fails to make a significant contribution. Even when multiple players use Combo Strike, the limited number of fragile targets means players will compete to stack buffs, ultimately preventing them from accumulating sufficient buffs.[/quote] Boy,wish this much thought went into about 100 other things by developers of this game
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As a long time arc combination liars handshake player… The overtuned concussive damage of enemy ground explosives is the issue. Getting to where you need to be to do the dodge punch scenario with combination blow is the trick. I am finding damage resistance builds are far more important than health recovery builds. Hunters got the most out of the addition of the prismatic subclass. Allowing for frost armor, amplified, and woven mail. Since prismatic has combination blow… There are very viable build to be had. Relying on stasis grenades for freezing, frost armor or woven mail, and extra damage from destroying frozen targets is the goal. Play loop is dusk grenade to freeze, needle to sever target, then combination blow creating massive damage from shattering and killing enemies. Returns are weakening enemies, health from recuperation mod as you roll around, frost armor& amplified for damage resistance, and woven mail. Hunters non prismatic subclasses really took a hit. They are good builds to be had… but you are most likely throwing by not utilizing the benefits of the prismatic subclass. Especially in said focused topic. Hunters, currently, are better used with weapon focus in the seasonal artifact mods and prismatic for the build with this topic. You can exhaust targets, get free bolt charge, and call down the thunder while rolling around and punching things. Your points are solid with just the arc class alone… But there are very good options in prismatic that highlight your points but also has answers to your concerns.
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6 RepliesWhile I understand your plight here, ultimately I'm going to disagree for an unlisted, moderately non-sequitur reason. [b]Class Identity.[/b] [i]Hunters[/i] shouldn't have potent Melee Builds for Endgame. It dilutes Class Identity. [i]Titans[/i] shouldn't have potent Grenade Builds for whatever that consolation is worth. [b]Class Identity[/b] is at an all time low in the current sandbox, and it's a problem.
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2 Repliesspirit of synthocepts & caliban with bastion, that could help the damage issue in the end game. but I find glaives are a much safer option in end game.
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1 ReplyA lot of words to detail what basically everyone already knows. It's why Assassin's Cowl (or Stylish on Prismatic) is always stacked with it -- you need the extra survivability to make the playstyle function, and even if you can get it to work, teammates will always get in the way regardless. Not everything needs to work on every difficulty type, though, and trying to make it so is a fool's errand. Some things are just going to work better at lower ends of the difficulty spectrum where "meta builds" are insane overkill.
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3. How to Retain the Concept While Adapting It to General Gameplay 3.1 Possible Change 1 — Emphasizing Synergy with Firearms, Raising Operational Cost but Greatly Increasing Playability: Combination Blow will become a chargeable melee skill that consumes a buff (duration adjustable) upon successful hit. This buff will increase the next weapon attack's damage by 100%. The aim is to combine it with high-explosive weapons (like Wave Grenades, Rocket Launchers) to create a unique damage effect. Impact on PvE Balance: This change will give Hunters powerful single-target damage output. Many enemies that are difficult to break through in Master difficulty (like Champions in a stunned state, where conventional weapons only deal up to 50% of their health) can now be killed instantly. For instance, with this buff, a special ammo Wave Grenade will have the ability to clear low- to mid-level enemies in a single hit, greatly enhancing the Hunter’s weapon output and increasing the viability of the "melee to weapon" combo. Examples: • Legend of Acrius (Heavy Shootgun): With multiple buffs from Radiant and Snare Bomb, Legend of Acrius usually requires two shots to bring a Champion in Master difficulty to its finishing threshold. After this change, one shot will achieve the kill, significantly improving kill efficiency and reducing risk. • Special Ammo Wave Grenade: Similarly, in Master difficulty, the Combination Blow buff can significantly improve the grenade's efficiency in clearing enemies. Impact on PvP Balance: In PvP, this skill would require players to land a melee hit to trigger the buff. Since special ammo weapons already cover the execution range in most cases, this change would not significantly alter the balance in PvP. Fun and Playability: High. This change introduces more strategic possibilities and combinations with different weapons, offering players a variety of ways to approach combat, improving overall playability. Development Difficulty: High. This modification involves complex synergy with multiple weapons and requires deep changes to existing mechanics. A lot of tuning and testing will be needed to ensure balanced and smooth interactions between skills and weapons. 3.2 Possible Change 2 — Emphasizing Synergy with Melee Weapons to Fit the Glave Build: Combination Blow will be activated and consumed by the Glave's melee attack, making the final hit of Glave behave as a chargeable melee strike (triggering relevant armor mods) and stacking a Combination Blow buff that enhances Glave’s melee damage. This buff will have a shorter duration (6 seconds) to improve the enemy-clearing experience while limiting its damage output against bosses. Impact on PvE Balance: This change would make Prism Hunters' melee output comparable to Prism Titans and Warlocks, especially in high-difficulty environments. The Combination Blow buff provides Hunters with healing and armor stacking abilities in difficult environments. Additionally, the Combination Blow buff’s energy ball generation mechanism would allow Hunters to combine with fragments like Cold Armor or Woven Armor, avoiding one-hit kills in high-difficulty scenarios and improving health quality, indirectly boosting Combo Strike's healing effect. Examples: • Prism Hunter + Winter’s Bite: The slowdown effect of Winter’s Bite combined with melee strikes allows Hunters to enter stealth mode after killing an enemy thanks to Stylish Executioner, preparing for the next kill. Combination Blow adds high melee damage and energy ball generation for armor stacking. • Electric Hunter: Glave + Combination Blow+ Lethal Current provides AOE by apply jolted on enemy, and Flow state provides a high move speed and passive defense (15% reduced damage from combatants) by Amplified. Impact on PvP Balance: This skill still requires melee kills to activate Combination Blow buff, so it would not significantly impact PvP balance. Fun and Playability: High. This change would provide a more powerful output opportunity for Prism Hunters in high-difficulty PvE activities while maintaining the original concept of Combo Strike, further enhancing gameplay diversity. Development Difficulty: Moderate. The change mainly involves adjusting the synergy between Glave’s melee and Combo Strike, with some necessary adjustments to existing skill mechanics, but the overall development difficulty is manageable.