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6/14/2016 3:06:59 PM
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The June Update Class reblancment... The Hunter's perspective

Before commenting, at least read the whole thing first please. Thank you. Ok, its about time we had some classes tweaked up a bit, but in many players opinions including my own. Bungie isn't listening to what we have to say about it. If Bungie wants to work on class balances, they could have at least give every player a survey to see what we have to say about it, but I digress. Lets move on to the actual meat of this issue. The hunter is known as a predator of its ecosystem and a hunter can kill it's prey by any means necessary. In Destiny, the hunter should kill by trapping, being up close and personal, throwing knifes, gunning, etc. This June update doesn't give the hunter its proper role Destiny. Lets go over what I mean and what I feel needs to be dealt with. Gunslinger Changes: Swarm Grenade: increased arming radius by 0.5 meters Swarm Grenade: detonation damage increased by 7% Tripmine no longer attaches to enemies; instead arms on impact then bounces Tripmine damage reduced by 3% GoldenGun Base damage increased by 50% and an additional 30% against AI combatants Deadeye now increases Golden Gun damage by an additional 30% Throwing Knife base damage reduced by 10% Circle of Life modified functionality: precision kills with Throwing Knife reduce the cooldown of Golden Gun Circle of Life no longer extends the duration of golden gun Circle of Life +1 armor removed Ok, I will only list certain changes that I feel need to be dealt with, especially since they do apply into the crucible. Swarm Grenades needed a buff since the Beta and its about time Bungie finally realized how weak and underwhelming Swarm Grenades are. Bungie thank you, its about time a buff was given to the proper class. But Bungie didn't increase the homing capacity of the Swarm Grenades... Bungie, the damage and arming radius is nice, but the swarm grenades need to be fast and agile to track targets down and do damage, or kill them. Also, tripmines don't need a damage reduction! Lighting Grenades do more damage then a tripmine could ever could! The tripmine not being able to attach on a moving target is a good thing though, but tripmines need to be armed and explode upon contact of an AI or another Guardian at least. Throwing Knifes don't need a nerf, its a throwing knife! Get hit in the head by one and you're going to die, its a given scientific fact. But the super for golden gun is getting a good buff and I like that. Circle of Life... Bungie, you don't see the big picture do you?[u] Circle of Life should give the hunter the ability to heal on a throwing knife kill[/u]. We already have ways to give our golden gun a better cooldown anyways. So give the hunter a way to regenerate health instead because almost every single sub-class in the game has a way to regenerate health. Its that simple. And please, keep the +1 armor, its crucial for a gunslinger. Bladedancers Changes: Melee and Blink Blink now incurs a -1 Recovery penalty Blinkstrike lunge distance decreased by 0.4 meters Backstab valid backstab angle reduced by 30 degrees Escape Artist invisibility effect delayed by 0.5 seconds Fast Twitch recharge reduced by 20% Arc-Blade Base duration increased by 2 seconds Hit search range increased by 0.5 meters Added a 0.8 second cooldown between arc blade swings while airborne Energy cost per swing increased by 20% Energy cost on hit decreased by 20% Arc Blade damage increased by 30% against AI combatants Vanish now causes the player to vanish on cast in addition to its normal functionality Showstopper damage radius extended by 1 meter Encore killing an enemy with Arc Blade now extends its duration and grants a 150% increase to Arc Blade damage for a short time. What the heck Bungie, [u]bladedancers already have the lowest recovery in the game![/u] Why do you need to make it worst now? And Blink Strike, I admit, it hits a bit to far. So do warlocks also and they hit even further and they hit at shotgun ranges! Blink strike needs a 0.2% distance nerf in my opinion though. Also, when ever backstab is triggered, its the players fault for exposing their back! Back Stab doesn't need a nerf. Escape Artist is about the hit and run, but I am slightly ok with its nerf, I rather see a 0.25 delay instead. And seriously... Leave fast twitch alone Bungie, it has done no wrong. Now for the big guns of all this, Arc Blade. This super is one of the most hardest supers to use in the game! Its is very rewarding for a skill player with the right build for it also. Using Arc-Blade is a double edge sword though. Lets break it down though, the 2 second duration increase is really nice, i really do appreciate that. The hit/search range increase is also great! But Bungie, why the heck are you making Arc blade have a cool down in mid-air!? Don't you know just about every super in the game beats Arc-blade and few ways arc blade can win is with it's aerial mobility! You need to also buff it detection for arc-blade also in mid-air. Also... Why are you increasing energy cost on bladedancers? But since it did get the 2 second duration increase, its a strange and a bit of an uneven trade off. The Arc-Blade buff against AI was really needed. Using arc-blade on AI was more exhausting then useful. Vanish and Show-Stopper need the buff and it got it at last. Encore even got a damage buffing ability which is cool also! But Bungie should have just gave Arc-Blade a 150% increase in damage anyways! It takes two slices to kill a resurrected warlock, a sunbreaker using hammer of sol and even a bladedancer! Arc-Blade needs an over all damage buff, it needs to kill in one slice! NightStalker changes: Spike Grenade damage impulses per second reduced to 5 from 10 Spike Grenade damage per impulse increased by 100%; total damage unchanged Shadowshot now applies the suppression effect on impact Smoke Impact damage increased by 34% Impact suppression and damage over time duration reduced by 1 second Jump suppression removed from initial impact status effects Base smoke cloud duration increased by 1 second Envenomed cloud duration increased by 1 second Envenomed Jump suppression removed from cloud status effects Vanish in smoke: +1 Agility removed Snare cloud duration increased by 1 second Courage of the Pack now increases Recovery, Armor and Agility by 2 per stack Courage of the Pack now stacks 3 times Lockdown increases smoke duration by 2 seconds(+2 additional seconds with the Snare upgrade) Predator now reduces the cooldown of the Shadowshot ability Shadestep moved to a single dodge on a 3 second cooldown Spike grenades I am ok with. I rather see the duration last 6 seconds though, but I can agree with Bungie on this. And finally, shadowshot negates supers upon contact instead of a delay, thank you for seeing this bungie! I can agree also that smoke needs some changes and it was about time it did, the wombo combo is still going the kill though. The abilitys getting buff is really nice and finally, shadestep got nerfed! About time some justice was done! So, what do I feel personally about this? In my eyes, Bungie doesn't see the full picture of what a hunter can do in the right hands and why the hunter is looked down upon compared to the warlock and the titan. Actions speak louder then words and this June update proves this. However, I am glad Bungie didn't take a full crap on the Hunter. Sunsingers finally got the nerf they deserve, like seriously, this has been going on since year one. Twilight Garrison did got the same treatment shadestep step did, but hammer of sol got a buff... Ripe the dream. Anyways lets talk about this, lets leave no hate comments or salt on this. I am just typing an issue that needs to be addressed and trying to get the community involved. Share this with your friends also, but seriously, no hate and no salty comments. You can get in trouble for this and I bet you like playing Destiny at your own time. One last thing though, in my opinion, the hunter also needs a "Vampire" class also. The Voidwalkers and Sunbreakers heal on every ability kill, combine that with Red Death and life support... Things will get bad... However, I believe is about time the Bladedancer becomes that "Vampire" subclass. But I am just addressing this issue, that is it. Hey, just make hungering blade make every ability heal upon a kill and we call it balanced?

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