Pre patch shadestep was too powerful, speaking as a hunter it needed toned down.
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But don't gunslinger or blade dancer
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Those I understand less, particularly reducing tripmines utility as a trap while also removing the stick. So we have a weapon we can't [i]actively[/i] use that really doesn't last long enough to work as a trap... And now will do less damage and so presumably kill less often if at all. An exotic can increase the duration... But I can't remember the last time I trod on a mine. Maybe if they didn't have IFF? I'm struggling to see how they intended this to be used.
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No way. Both gunslinger and bladedancer have been nerfed (a lot) already, especially bladedancer. Bladedancers used to be terrifying, but haven't been in a long time.
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I think these nerfs were inappropriate
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I agree.
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I agree. Bladedancer got hit too hard already. These extra nerfs are lame. We'll see how it plays out though. They sometimes re-buff if they feel they took it too far with the nerf.
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But sometimes those rebuffs are too late
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I agree, but software patches take time to code, test and implement, and they are doing what they think is best for the game. Good players will adapt.
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I was ok with the hunters having the double shade step as long as twilight Garrison was the same. Now they both kinda suck.
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Double shade step was pretty clearly not something the games engine was designed to deal with, several subclasses don't have an answer to an opponent moving like that.
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Editado por caholder: 6/14/2016 8:11:35 PMThat's true, but the other subclasses and even classes have a counter measure with their supers and melee ability. I personally feel that the Hunters are one of the weaker classes in the game to play with and shade step balanced the field. It's not like you couldn't defend against it, and if someone is using it to escape you have the option to pursue or not. Similar to if someone hid behind something without it. You just need to be aware of a shotgun if you get too close.