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Destiny

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Editado por Kienamaru: 6/30/2016 10:14:31 AM
77

The Advantages and Disadvantages of Being a Hunter

Advantages Superior Mobility- Highest strafe speed, single jump height, grounded speed, and slide distance. Potentially faster reload speed and better weapon stability. Shadestep grants Nightstalkers an option to evade and approach which can make targeting them a bit more difficult. Stealth- Turning invisible to remove you from radar, allowing you to get the jump on enemies. Roaming Supers- Able to position before and after kills which usually results in sprees. Golden Gun is relatively safe if used properly, but can be shutdown before finding targets, unlike other supers. Disadvantages Near useless grenades- Arcbolts are overall 45 damage weaker than they were at launch, they have more arming time, and less seeking range than their solar counterpart. These grenades cannot be used to followup a hand cannon headshot or sniper body shot for a 2 piece kill combo. Flux grenades have the smallest amount of tracking AND the lowest damage of all tracking grenades. Making them incapable of killing through high armor and any form of shield. Skip grenades deal low damage, don't arm reliably, and are generally only good for pushing or forcing an opponent to reposition/take cover. Swarm grenades deal low damage, can be shot, and are easy to avoid. Trip mines are easy to see, can be shot, and are only capable of killing low armor hunters/warlocks in one hit. On top of that, they don't deal damage instantly like the Lightning grenades will. Incendiaries don't give you an advantage like Flashbangs and Suppressions do, as they're strictly for damaging and flushing out enemies. Vortex grenades and voidwalls are both area of denial grenades that can be completely avoided, especially with the jumping out of smoke grenades. That leaves spike grenades which are easily the most useless grenades in the game. Terrible Melee Abilities- Warlocks and Titans can't use their melee charge when they miss a target. Yet, we have throwing knives and smokes, both of which can spend a charge on miss. Even when they hit, they deal less damage and offer less benefit. This wasn't originally the case, as throwing knives and smokes were lethal. Knives did 10% more damage allowing incendiaries to one shot low health guardians without solar armor, and smokes would stick people allowing grenade traps. Now though? Now they're just sluggish wastes of abilities. They have the largest recovery period on miss, making them extremely punishable unlike other melees. Blink strike has the smallest hitbox, now has low range, low damage, and can't even be used looking down from a full double jump anymore. Backstab has been hit hard to the point where you lose your damage bonus if an opponent is turning toward you as you swing, making it truly a hit or miss ability. Easy to shutdown supers- Golden Gun has no armor, only 3 chances, and the shortest timer among all mobile supers. It also prevents use of your normal gun (unlike Shadowshot quiver) which means that wasting shots to stay alive will happen more often than not, instead of being able to save your shot for that possible double or triple. Golden gun is completely susceptible to shotgun camping, panic supers, grenades, and snipers. As the only super with no damage reduction, grenades are still lethal to golden gun and that makes it even easier to counteract. Arcblade removes usage of guns, forcing you to put yourself at maximum risk in order to get kills. Shotgun beatdown works effectively with all classes allowing trades, and warlocks can even get shields so that they don't die at all. Having to run into enemy territory also means susceptibility to grenades such as flashbangs or suppressions which can potentially shutdown the super by itself. Most other supers also counters these two in particular. Shadowshot, HoS, Nova. Ward counters arc blade when used with armor, havoc shuts down arcblade or GG if used to camp a corner, and stormtrance will always kill a bladedancer if the warlock gets the first hit, as Bladedancer relies on movement to dodge, and stormtrance autotracks. Can only use two trip mines- As opposed to two of any grenade (Armamentarium) or two of any solar grenade (gift of the sun). This is notable as a disadvantage considering how terrible Hunter grenades are naturally. No Panic Super- The only class who has no benefit to using a super at point blank range due to slow startup and no lethality on cast.
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  • The biggest downfall in my opinion with the Hunter has nothing to do with what you listed. It's easily the armor and recovery. I don't understand why Hunters don't have perks to have both high. All this agility and still slower than Titans. Titans have it made in this game.

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