Been putting this link everywhere, just so people see blade dancer's aren't as invincible as people seem to think.
But let's get down to business: the supers. Gonna be focusing on crucible here.
[u][b]Fist of Havoc/Nova Bomb[/b][/u]
Both of these are together because of their similarities. Both are small nukes that can wipe large groups. They both can be modded to have lingering effects. While NB can be used at range, it can also be dodged every once in a blue moon, via blink (sorry titans). NB also takes half a second to charge up, potentially giving targets a chance to try to escape. While FoH can be cast quickly, it does require the titan to close distance.
Summary? Great for groups in pvp.
[u][b]Ward of Dawn [/b][/u]
Can be used offensively (weapons of light, or dropping a bubble on someone with helm of Saint 14), or defensively (blessing of, armor of light, holding control points. I'm my humble opinion, the least useful of supers in crucible. Why? It can be countered a number of ways. FoH in In the bubble? You're done. 2 GG shots and pop goes the bubble. All 3 splits of a shatter NB? Also popped. If no helm of Saint 14, vortex or solar grenade can oust the people inside, especially if weapons or blessing are being used. Also BD can come in without the saint 14 helm. The redeeming quality of this class for PvP are it's grenades. I've gotten a double post mortem with a magnetic grenade, denied caps with spike, and stopped blade dancer's with suppressor grenades. Too fun.
[b][u]Blade Dancer and Golden Gun[/u][/b]
The ones everyone always say are op. Why? These supers are great for spread out enemies. Which is more often than not the case in crucible. If the enemy is grouped together, these supers can be shut down with focus fire. people make claims of how a blade dancer can get 7 kills with a single super, which is ridiculous. You get roughly 15 seconds with BD, maybe a little more if using encore. But this takes up the slot of hungering blade, which would prevent them from dying from focus fire. These are also easily shut down by snipers (see vid), rockets, other supers.
Summary: best when enemy is spread out, can be shut down by supers.
[b][u]Radiance[/u][/b]
This super can be played in so many different ways, it's hard to write what it's really about. Never get close to one, regardless of build, the melee is crazy. They can res from the dead, or just have high damage resistance. If they're running with a team, they may boost their teammates abilities, but I'd prefer the toughness over the team boost (sorry guys. But it depends on if I am running with a team, if course). FoH can easily take them out, or NB or GG. Depending on the situation with a BD, it depends. If you self res next to me just after I kill you with BD, expect to be put down again. If you have yours active and see me coming a ways away, you can spam me with fire bolts and I'll die pretty quick.
[b][u]TL; DR
No one class's super is OP![/u][/b]
Each has an advantage in different situations. NB and FoH are good against groups; BD and GG are good against spread enemies. I feel like the reason people think hunters abilities are op are because people are more often than not spread out. "Hunters have the most super kills". Please read the sentence before the quote. I bet if there was a stat for it, we'd most likely see that titans and warlocks hold their supers longer than hunters, waiting for the right moment.
Can we please just end "this super is OP" posts? All supers are OP. They're supers. They all have their own strengths and weaknesses.
Edit: someone in the comments thinks a breakdown of classes will help as well
But let's just go over grenades and grenade types.
[b][u]Bolt grenades
Subclasses that has these: sunsinger, voidwalker, blade dancer [/u][/b]
The arc bolt and firebox grenades are very nearly identical (some small mods), aside from elemental type. All three grenades are limited with their number of targets, making it not as good for big groups. But they hit pretty hard. Axion bolts can track down their targets, but because of this they can he avoided. Coupled with bloom and annihilate, the axion bolt can be a force to be reckoned with. While it can be dodged, the axion bolt makes a great way to force a low health enemy away from a position.
[b][u]torrent grenades
Subclasses that have these: gunslinger, striker, defender[/u][/b]
These grenades include spike, lightning, and trip mine grenade. These all have small spikes that can be aimed via planting on surroundings, but they can be shot out. Spike grenades do continuous damage, while lightning grenades hit hard, (I think) 5 times, more if the perk aftershocks is being used. The trip mine explodes once obviously, and it is easy to kill yourself with these. The plus side is being able to have more range than "flare" grenades and being more accurate as well. The downside is they are able to be shot out. Note: trip mines can be used as stickies, but will not be listed there, because they are primarily torrent grenades.
[b][u]flare grenades
Subclasses that have these: voidwalker, sunsinger, striker[/u][/b]
Included in this grouping are solar flare, void/vortex grenade, and pulse grenade. These grenades are great for area denial, and the big differences between these and "torrent grenades" are they aren't directional (con), but can't be shot out (pro).
[u][b]sticky grenades
Subclasses that have these: sunsinger, blade dancer, defender. [/b][/u]
The flux, fusion, and magnetic grenade all have a slight magnetism towards their targets. Fusion grenades can be modded to burn, magnetic grenades explode twice. In short, the flux grenade got the short end of the stick here. All are usually one hit kills (with the exception of exploding on a FoH titan). Not much else to say about these, other than they are a ton of fun to use.
[b][u]seeker grenades
Subclasses that have these: blade dancer and gunslinger [/u][/b]
The swarm and skip grenades both are, in my opinion, are kind of lame. The skip grenades can seek our their targets around corners, but if there are multiple targets, they can divide the damage without trying. The swarm grenade has the same downfall, with the perk of being a [u]very[/u] short term area denial. Again, the denial can be divided by multiple targets if they run through simultaneously.
[b][u]unique grenades
Subclasses that have these: voidwalker, striker, gunslinger, defender. [/b][/u]
Scatter grenade, not my favorite. High damage, explode on impact.
Suppressor grenade, stops enemies from using abilities, such as vertical movements, supers, and can even pull targets out of active supers such as BD, GG, or radiance.
Flashbangs. Decent damage, blind enemies, removes their radar. Not too shabby.
Incendiary grenades. Does decent damage, sets them on fire. Kind of meh, imo.
In short: warlocks have nearly every type of generic grenade, but no unique ones, aside from scatter grenades. IMO, hunters get the short end of the stick, the other two both have pretty good grenades.
English
#Destiny
-
14 RepliesBump posts here