Now before you show complete hatred for this thread please hear me out.
We already know that hunters are the #1 most hated class in the game in general. The supers are "unskilled" and "way to easy to use" in PvP, and to be completely honest that is completely true.
However, this isn't about PvP, the is about PvE. In strikes and whatnot the only effective way to play each subclass are as follows:
Nightstalker - Support/boss weakening/orb generator
Gunslinger - (can only work with celestial nighthawk, i'll explain in a bit) boss dps/ tier 1 mob control
Bladedancer - invis. That's it. Just going invis, no no you can give that to Nightstalker too.
Gunslinger and Bladedancer are useless in PvE unless a burn is active for either subclass respectively. I tested the power of a Golden Gun shot against the untra knight on the dreadnought in patrol and the damage the golden gun put out was cringe worthy. A single golden gun shot did near 1300 damage to that boss, while a higher side impact sniper did closer to 6000 per body shot. Pathetic. The damage a super puts out should be more than a body shot with a sniper. In PvP the gunslinger class is fine.
The bladedancer subclass in PvE is laugh worthy, you couldn't kill a yellow bar knight without help. So to fix this in PvE the bladedancer's dps should be increased (doubled would be nice) so it could both play its invisable medic as well as add control. And in PvP (for both bladedancer and sunbreaker if i can be honest) the players armor should be increased just enough to survive a shot from another super at least.
That's my rant. Any takers?
<edit> I forgot to mention the only viable options for the Gunslinger! The Acleophage Symbiote and the Celestial Nighthawk! One gives another shot, increasing Damage output, and the other creates one shot that does 6x damage for one bullet, increasing total dps. Give Gunslingers their precision shots back please? I would like to see 5 digits on a boss headshot w/ Celestial Nighthawk.
BUNGIE BUFF MY CLASS!
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I kinda agree tho I'm not for buffing/nerfing. Good god Bladedancer is useless in PVE. -blam!-ing useless. The inviz? Blink? Hell yeah use that stuff all the time but I just did the ARC BURN nightfall with the brothers. Activating special is laughable unless you're doing it to inviz. Even with arc burn, you're hard pressed to kill Psions. Yep. Red bar, regular ass, psions. The arc bursts you can do help a bit, but it zaps your damn super, and usually you look like swiss cheese by the time you get that close. I love Palpatine for the warlocks, but I feel useless to a team as a bladedancer with my super while warlocks are straight up roasting fools with force lightning. Golden gun is pretty weak too. Even with all perks maxed to help its effectiveness, it's pretty limp wristed without the helmet. Before nightstalker, I definitely did not feel like my super could make a difference for the team. The tether is the only super I get exited to see super charged. Golden gun? Dancer? Super -blam!-ing meh.
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1 RespuestaYes to all of it except the armor buff in pvp for bladedancer. However they do need to reduce enemy AI damage because that super is like a 3 year old trying to slap UFC fighters with a party napkin
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5 RespuestasI stopped reading after the 2nd paragraph, I'm pretty sure more people hate sunsinger warlocks more than anything else in the game. Just sayin
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22 RespuestasPve buffs is fine with me. In fact I made a whole patch list. In the spoiler. [spoiler] These are some ideas for the next patch that I had and I thought I would share them with you guys. I intend to make the perfect list using ideas from the community, let me know if you like this or not so I can change t! Titans -Melee range boost Sunbreakers. -Tracking is increased but at the cost of blast radius. -Sunspots should do a bit more damage. (Maybe 9% more?) -Pressing your melee button will do a melee attack for hammer or sol. But suncharge will make it an uber attack like it already is. -Reduce healing cool down from 3 seconds to 1.5 seconds -Explosive pyre applies to grenade and melee but will do the same damage (so grenade does 170 itll do another 170 damage) -Activation sound for hammer of sol is lowered -Firekeeper will allow grenades to make sunspots Strikers -Flashbang will blind for 6 seconds -Transfusion applies to fist of havoc -Death from above can allow you to have a small circle before landing (like a halo 5 ground pounds) -Holding the jump button when you activate death from above will hold you in place until after 5 seconds. -Shoulder charge takes a another second to proc Defenders. -Super meter acts as a timer for bubbles (like golden gun, sunbreaker, etc) but still recharges. -Blessing and weapons get a 5% buff. -When activated, the Bubble will throw any nearby enemies away. - Enemies should be slowed when inside bubble. -The bubble will suppress any enemies inside Hunters Gunslinger. -Deadeye can now hit criticals shots -Throwing knives that burn don't cancel burn of you hit a critical. -Swarm grenade does more damage -Golden guns damage fall off is increased by 5% -Projectiles have a bit of travel time (maybe 1 or 2 seconds before hitting something) -Golden guns damage is increased against AI by 19% -Scavenger works with heavy and is more effective by about 30% -Circle of life replaced with Circle of fire (getting a kill with throwing knife will create a small damage boost to your next knife) -Gamblers dagger boosts strength Bladedancer. -super time increased (19 swings to 24) -Flux grenade does more damage. -Arcbolt grenade does more damage. -Invisibility is enhanced -Encore now grants a bigger boost. -Super damage done against AI is increased by 28% -Showstopper will act like dark drinker instead is staying in one place -Activating arc blade with vanish on will turn you invisible instantly. -Fleet footed gives you an extra jump Nightstalkers. -Shadowshot's tether activation is decreased (1.5 to 1) -Vanish in Smoke bombs last a little longer -Once you throw your grenade it will take 1 second before you can throw your smoke and vice versa -Blood bound transfers more damage to all tether targets. -Courage of the pack armor is increased by 16% from what it is now. -Marked targets will appear on allies radars and screen. Warlocks -Glide is faster -The Ram only affects voidwalkers armor Voidwalker. -Nova bomb damage to all enemies is increased by 7% -Bloom explosions now do more bonus damage -Life steal boosts recovery -Nova bomb receives a crosshair when used -Vortex grenades do more damage Sunsinger. -Solar wind is more effective -Solar grenades burn the target regardless of anything -Firebolts burn for only 5 seconds -Radiance decreases melee cool down at the same rate as grenades. -Song of flame shows a ring of fire to show allies the effective range of it. -Radiant skin will also give allies more armor -Gift of the sun boosts helps to recharge your next grenade Stormcallers. -Storm grenade is more accurate. -Amplitudes upgrade to make the melee go even larger is reduced by 3.5% -Ionic blink will be more forwards then upwards and limit jump height during super time Weapons Autos -medium impact autos get a 4% damage boost. (Like Zhalo arch types) -Slight stability boosts on all autos -hip fire Reticle changed to a square -mag boost on all low rof autos (except Suros regime) -Counterbalance removed from high rof Pulse rifles -Small increase in damage by roughly 2 or 3% to compete with autos -Slightly decreased dps falloff -hip fire Reticle changed to a circular shape Scouts -Damage against ai is increased by 6% -Accuracy at close range is decreased while accuracy at long range is increased Hand cannons -Hip fire reticle changed to a circular pattern. -Slightly increased stability -Accuracy increased -Reserve ammo boosted Snipers -When taking damage, snipers will flinch more -Movement speed while this weapon type is pulled out slows down walk speed. -low impact types will get a mag boost Fusions -Bullet (or laser) travel speed increased. -Can hit critical shots -blast pattern will always be in a circular pattern -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when hip fire is active -Reserve ammo boosted Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Damage falloff is slightly decreased Sidearms -Increase in base damage -Hipe fire reticle changed to a square -added full auto as a perk to drop on a sidearm -Machine guns -Stabilty decrease on high impact machine guns -Range is slightly increased on fast firing machine guns Swords -Blocking will reduce even more damage Exotics (and legendaries) The chaperone -Range boost -Precision scaler increased -eagle sound is louder (if you don't know, hear the chap load fully and listen after it whips) Immobius -Hand loaded replaced with hammer forged. -Changed impact and rate of fire to medium impact and medium rate of fire No land beyond -Iron sights even more reliable -Flared mag well decreases the time in between the shots Hereafter -Magazine boost (4 to 5) Black spindle -Scope when ads changed to green instead of blue (to show its of hive origin) -Ammo reserves increased Plan C -Increased stability when hip firing -Reload decreased Pocket Infinity -Brought up to year two. -Mag boost (3 to 4) Telestlo -Decreased reload -aftermath explosions do more damage Sleeper simulant -Rounds will have decreased dps falloff when final perk is unlocked -Shots that hit enemies will bounce towards towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with unflinching Thesan -Stability is slightly reduced Mida -Now have the option to choose in between high caliber rounds and full aim assist Hawkmoon (HAWKMOON!!!!) -Stability increased (maybe 10 or 15) to help land those headshots -Luck in the chamber bullets do a little more damage. (105 to 112) First curse -reload increase -Accuracy at longer ranges is more reliable No time to explain -Muzzle flash decreased -Sight changed to the Strangers rifle sight Red death -Replaced snapshot with reinforced barrel. -Replaced unflinching win reactive reload Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced braced frame with extended mag. -Stability boost to bring it up to 63 on the stability chart -Fabian strategy -Mag boost (40 to 52) Hard light -Recoil bounce is reduced Dragons breath -Blast radius increased. -AOE fire from after blast is not affected General -Year one vendor weapons and armor (like shadow price) are able to be attained from strikes, crucible, and engrams -Legacy engrams from Xur cost less -Xurs loot table is based on your light. If you are 310 and above, then his loot will be 310. If not it will be 290 -Taken captains have a 10 second cool down until they throw another blinding bubble -Taken psions will multiply less -SRL returns -Twilight Garrison and Tarentella drop chances increased by 18% -Fast Rez armor drop chance reduced by about 19% [/spoiler]
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1 RespuestaEditado por jdawg_sing98: 5/16/2016 1:25:59 PMThe reason i hate hunters is because they get salty when you don't agree with them being master race. I love hunters and warlocks. But i agree with hunters needing a major buff in pve. Really everyclass needs a pve buff because currently with all the nerfs class abilities aren't that good in pve. Sometimes i find myself not even using my super.
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2 RespuestasYea, supers are 'super' and shouldn't just be used right when you get them, i wouldn't mind if i had to wait 30 more seconds (pve) to do more damage and actually have a huge advantage with my super. Stormcaller should completely annihilate ads, gunslingers should destroy yellow hp bars, and really hurt a boss. Fist of Havoc should be able to go toe to toe with a boss, and ads alike. Nightstalker is fine, since when it is active i do a ton of damage. etc.
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I agree but only in PVE. A single arc blade can shut down a Sunbreaker so quick that they shit their pants before they hit the ground!
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Editado por DrPhilaBole: 5/18/2016 12:02:10 AM[quote]We already know that hunters are the #1 most hated class in the game in general. The supers are "unskilled" and "way to easy to use" in PvP, and to be completely honest that is completely true.[/quote] nice set up if we disagree, you're right. if we stay silent, you're right. if we agree, you're right now go get fuked punk. most hunters don't care about this class or that class. only a small minority of hunters have bitched ...unfortunately a majority of Destiny players bitch about those damn hunters
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1 RespuestaDefinitely lost me at your second paragraph. Can I shoot you a link to the definition of the following words? -opinion -imbecile
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3 RespuestasEditado por HoneyBadgerRage: 5/16/2016 1:10:37 PMSecond paragraph completely true. All these butthurt snowflakes huntards just mad it's true
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As they have already told us when they Nerfed the hell out of everything for PvP. Your Guardian should act the same in PvP or PvE. They continue to state that all Nerfs must effect both.
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1 RespuestaIf they increased the damage per shot on Golden Gun in PvE it wouldnt effect PvP as its already a one shot kill. Ever since I started playing this, I've found it ridiculous that my sniper does more damage then my super. And Golden Gun can't even do precision damage. It's kinda messed up.
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1 RespuestaHonestly I think every offensive super needs somewhat of a buff in pve, they don't really feel...super :/
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5 RespuestasHunters are actually pretty balanced already
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3 Respuestas
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I heard somewhere (I think PD) that there should be a modifier of every hit so multiple hits on 1 target would make more damage. This could also work with NB and FoH, just slightly different
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1 RespuestaI question your meaning of "survive being one shot be another super." Scorch under radiance won't ohk another super, stormcallers take a full second of damage to take out another super and GG, FoH, and Nova Bomb should all be instant regardless. BD and SB can already survive most other supers.
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1 RespuestaYes please. I am a hunter main and would like to use my bladedancer as more then a medic. Of the three bladedancer is my fave., but the only time I use my super is to go invis to revive teammates. I can go I whole CotE without using it once. plus why is the flux grenade weaker then fusion when it is the same thing?
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About your remarks for pvp. I can agree they are easy to use. You miss the shadowshot dont worry theres a tether. You miss gg well tough like use another shot or mop up with primary. Bladedancer just spam melee near a guy you get them eventually. However to use them well takes skill. To get a kill with every gg shot you need to be in the right place at the right time and aim. Shadowshot can be hard to actually kill with at mid to long range. Bladedancer to make sure you dont waste the entire super on one guy. Again right place right time and aim and time the hits right to pull of a kill in 1/2 hits. There is an element of luck in these yes. And aim assist for shadow shot. But effective use as with all supers takes skill, spatial awareness, and timing. Or luck. You can sometimes get away with it. I completely agree that supers need a universal buff in pve. Especially the year 1 supers.
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1 RespuestaAlways thought hunters needed a buff in pve. So far, their only pve related buff has been Nightstalker. Golden gun I'm not sure what to change (outside of increasing damage against minions of the darkness) but I do have an interesting one for arcblade. Have each hit with arcblade stun the enemy it hits. Would increase utility and encourage the perks that can hit multiple targets. I think it also needs a pve only damage buff but I think this would be an interesting change.
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Editado por Maggz: 5/16/2016 1:07:26 PMEvery super needs damage buffs in PvE to be honest, besides Ward of Dawn with Weapons of Light, that's fine.
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Stopped reading at the second paragraph.
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1 RespuestaYour second paragraph is compete bullshit, all respect lost.
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Well its almost the same with warlocks nova bomb is almost pointless and stormtrance is only used for adds. Sunsinger is the only good class and only because of self res
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I agree wihh buff sunbreaker and blade dancer armor
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3 RespuestasHonestly I think golden gun was never brought up to year two damage. I believe it is stuck at level 34 damage.