There were no nerfs in this update, at least for hunters
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Wormhusk Crown only heals about 50HP now. That's a nerf.
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Editado por Deikhin: 8/29/2018 1:59:15 PMONLY? Dude, that's half your health bar, instant, on 13 sec cooldown. How can you say "only"? Are you serious? I can accept people saying they liked more the previous version but this is still the best hunter pvp exotic in game... Do you know how much time my rift takes to heal me to full health? Like 5 seconds. And it takes ages to cast, and I can cast it only when in cover or I am dead. Edit: 13 seconds dodge timer.
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I didn't use Wormhusk to begin with. I run the Fr0st-ee5 but the point remains. You have a maximum of 200 health. Being able to get back a quarter of that ever 13 seconds is god awful. Anyone wanting health regen can run a Skullfort on a Striker (unlimited Shoulder charges with health regen.) A Voidwalker (Devour + Karnsteins on melee for full health or Devouring a grenade for full health. Or any kill AFTER 10 seconds of triggering a grenade for health, and there's a rift. Soon Warlocks will get 2 grenades for Overshields. Sentinels get health back every melee kill, including with their super active. (cluster dependent) Then there's way of the warrior arc striders who get it back at the cost of a charged melee, but they can run a dodge to refresh that for more healing potential. If you look at the overall amount of time necessary to heal + max healing potential, Hunters with Wormhusk no longer have the best choice. Truthfully, if you know how to pick your fights, an exotic that lets you heal in battle is useless.
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So, let me get this straight. You don't use Wormhusk, I guess you didn't even tried the new version, and you are complaining about it. Well, I use it and it doesn't gives you back only 1/4 bar. It gives you back like 35% bar, health and shield, as it was written in the patch notes: "Instead grants a larger health and shield bump at the beginning of dodge instead of at the end". Skullfort and Devour? Those require a kill. Why are you comparing an instant 13 sec cd heal with perks and exotics that require a kill beforehand? Rift? Didn't I already explained to you how rift works? "Truthfully,...,an exotic that lets you heal in battle is useless" Ok, I give up.
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Editado por Kienamaru: 8/30/2018 8:12:28 AMDevour doesn't require a kill... Everything you said is already invalid. And did you see why this started? You're defending someone who said there were NO NERFS to Hunters. I don't like lies or the people who tell them. What's your excuse for defending that statement? And how hard is it to get a kill in a shooting game? Go on and tell me that. Also, I did try the second version, just as I tried the original version. It wasn't necessary back then and it's useless now.
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Devour requires a kill to proc or a grenade consume that is not an INSTANT ACTION. I don't think you know the difference at this point. I am not defending the guy that said there were no nerfs. In fact, there was a nerf on Wormhusk, I never said the contrary and it was a well deserved nerf. So don't put in my mouth words I didn't say, thanks. I simply asked you how you could use the word "only" when describing an instant heal. It turned out that you don't even know how Wormhusk works. If you think wormhusk is useless don't use it. Stop using your opinion as fact tho, because it's not.
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I stated 90% facts, and only one thing that I said was opinion. I know exactly how wormhusk works, and it would be silly of you or anyone else on this forum to assume my knowledge of this game based off of my stance on an exotic. 50HP is a single precision hit from any hand cannon or scout rifle. You know what that means in Crucible? During the full second that you're dodging, you can lose all the "immediate" health you just regained and be killed before you're able to shoot back. If you want to talk about cooldowns and uptime though, we can go there. Warlocks Grenade- 41 seconds, (after Devour is procced, takes 5 kills. Can effectively reduce the cooldown time to around 1 second if there are mobs and you have explosives/super) Melee- 41 seconds (x2 with Claws), effectively reducing it to a technical 21 seconds (Karnsteins have no cooldown but melee kills take around 1 full second Rift- 41 seconds (can be reduced significantly using Vesper if surrounded. Not sure about the timer though) In essence 41 sec/3 sec to devour/ 1 sec potential (also note that pvp ttk is under 1 second universally. In other words, after the initial, you can get health back every second at max potential.) 41 sec/21 sec/1 sec, the standard melee kill proc combined with the potential for 2 melee attacks. Alternatively, double melee now kills putting the potential with karnsteins down to 1 second or less (shotty/melee) Furthermore, the regen for 6 seconds or so would TECHNICALLY count as healing while on cooldown, shaving off another 6 seconds of uptime. 41 sec/Varies- I've gotten my rift up in 10 seconds in PvE but I don't know how fast it can actually go. Phoenix Dive 5 secs- Can grant up to full health depending on height. This is nearly a no cooldown free dodge. If you are jumping to full height and doing the dive, you'll be inactive for around 5 seconds total. However, it has the least uptime of all heals in the game and is completely free. Titans 1 second/5 seconds- Any melee kill or a shoulder charge. (Assuming that you take 2 to 3 seconds to charge up and the remainder to kill a target. + Skullfort= no cooldown and technically permanent uptime. Alpha Lupi- 3 sec/19 sec I won't bring the Quiet one into this as "when near death" shouldn't be taken as uptime on a healing ability. Hunters 1 sec + 2 secs + 1 second- Charged melee kill/gambler's dodge/charged melee kill. 17 sec- as Arcstrider doesn't allow for 3 mods. Lastly, take into account the fact that Warlocks in rifts are able to move and strafe freely while healing, and that rifts can be placed about 3 meters above or below an area and still provide healing.
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What an unnecessary wall of text... "17 sec- as Arcstrider doesn't allow for 3 mods." Arcstrider, bottom tree, 2 paragon mods, 16 seconds if you stand still/walk, 13 seconds if you sprint and proc Focused Breathing (like you always do while playing). Do you even play hunter?
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Also, maybe you don't think or have issues with understanding synergy, but getting your dodge back to heal every time you get a melee kill is great. It's one of the things that could make the Husk still worth using. The factual problem is, that if you're putting yourself in a situation where you need to heal twice in a row, then your death could have been avoided. This is why the Husk is bad. It just compensates for bad plays or pointlessly risky behavior.
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You aren't getting the maximum amount of healing if you run way of the wind. Do you actually know how to optimize? If we're throwing concerning questions around, I'd have to ask if you've ever actually had a flawless match with your Hunter without using exotics or sitting in the back.
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Seriously, what the -blam!- are you talking about? I'll make it simple: you dodge and you get health back, then you sprint, after 13 seconds you can dodge again. Do you walk or sprint in pvp?
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So you're telling me I can sprint for 13 seconds (you don't sprint in combat) Or I can dodge up to someone, kill them with a melee, and have my dodge back. That's less than a 5 second cooldown. Learn how to play the game before you come to me talking trash. Please. Do you need me to get on PC and show you how to play the game properly?
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Holy -blam!- you are dense. Take care dude, you need it.
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Ask another Hunter main. They'll tell you. I've seen your stats and they're less impressive than mine, and my stats are terrible falsefied. You're not a PvPer regardless of the 1,000+ games you've played. Way of the Warrior= healing every 18 seconds at slowest, otherwise unlimited healing via melee/dodge chaining. Look at the cluster. It's literally MADE for the crown. Way of the Wind= healing every 13 seconds potentially.
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Definitely not a 12 second cool down
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Nightstalker, 3 paragon mods, 13 seconds. Arcstrider, bottom tree, 2 paragon mods, 16 seconds if you stand still/walk, 13 seconds if you sprint and proc Focused Breathing (like you always do while playing). Sorry, I was wrong by 1 second. I'll edit my previous comment.
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If your doing arcstrider you can only have two paragon mods and there redoing the mods system
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I know, I wrote it. It's still a 13 seconds cooldown heal. Your point is? I also know they are redoing the mod system, do you really think we will have longer cooldow than now? We will have the same cooldowns, most probably shorter, as they already said in the pvp gameplay demo.
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Yeah your right
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That's not false at all. Are you in denial about something? Maybe the number is less than accurate, but from red health, it took me to half a bar.
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If you were one shot and it brought you to half a bar, that's nowhere close to being bad. But if you were on the verge of Shields and health, then the reason it seems so small is cause that's only your Shields, the description says health and shield. Meaning if you are one shot you'll get a greater bump, then if you were still in Shields. I'm pretty sure, not 100 percent. That's what it seemed like when I was testing it.
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I'll just stick to the Fr0st-ee5. They've always been a better option for D2 unless you're running a full health setup. The dodge has too much lag to be useful unless you're dodging directly behind cover. There are too many scenarios for me to want to type out why the wormhusk is now one of the least effective healing options in game now, but if you put a little thought, it isn't too hard to see.
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Still better than most cause it's mobile, automatic, and has a very little cool down that requires nothing but a simple press of a button. May not do the best healing but it's the easiest heal in the game
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Also apparently Raiden flux got nerfed and the R2 on arcstrider uses more energy