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Destiny 2

Hablemos de Destiny 2.
Editado por Azlan: 9/9/2019 8:00:49 AM
11

Dawnblade top and bottom tree reworks.

Firstly let me say the following to hopefully reduce the amount of ridiculous comments that usually come in. I main Warlock but I have played Hunter & Titan in the past. And had other PSN names. Been playing since Day 1 D1. I don't want Warlocks to be OP (and if there is an OP class I won't usually use it due to pride) My main view point comes from a crucible background With that out of the way let me get into it. I have thought about the current state of both top and bottom tree Dawnblade and have come up with the following alterations to both trees and some existing exotics. These are just ideas however I think they Synergize pretty well without being OP. Attunement of Sky It always frustrated me how they placed Phoenix dive on the bottom tree and not on the top tree that promotes in air play, so I have removed some perks in order to add new ones that create more synergy and incentive to play in the skies. Attunment of Sky's current perk set. (Granting 9 traits) Swift Strike - Strike an enemy with this melee ability to burn your target and temporarily increase your movement and reload speed and boost your airborne weapon accuracy. Winged Sun - Fire weapons and throw grenades while gliding. Heat Rises - Airborne kills recharge your grenade and melee energy. Casting Daybreak instantly refills all your ability energy. Icarus Dash - Press [O,O] while midair to dodge. [b]What I propose[/b]. (Granting 9 traits) Icarus Strike - Strike an enemy with this melee ability to set them aflame and launch yourself into the skies above. Winged Sun - Fire weapons, throw grenades and gain Increased damage resistance while gliding. Heat Rises - Airborne kills recharge your grenade and melee energy. Phoenix Flight - Press [O,O] while midair to Phoenix dash. Hold [O] while midair to Phoenix dive and quickly descend restoring your health. Exotic. Wings of Sacred Dawn rework = Grants second Phoenix dash, Kills secured while airborne grant additional super energy. Attunement of Flame Now a lot of people have been asking for nerfs to this class due to the perk "Everlasting flame" which extends the super when securing a kill however my problem with this is they rarely offer any counter buffs in conjunction with their request. I think they fail to realize that without this perk the whole tree is rubbish and I think Bungie know this as well. I propose an entirely new perk set with only one perk existing from the old tree. (Yes this proposal was inspired by the perk Devour on the void warlock) Attunment of Flame's current perk set (Granting 7 perks) Igniting Touch - Strike an enemy with this melee ability to burn them and cause them to explode when killed. Fated for the Flame - Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames. Everlasting Fire - Killing an enemy with Daybreak increases its duration. Phoenix Dive - Hold [O] while midair to quickly descend and restore your health. When Daybreak is active, descent causes explosive damage. [b]What I propose[/b]. (Granting 9 perks) Forging Strike - Strike an enemy with this melee ability to activate "Fire forged" Increasing damage resistance, movement and weapon speed for a short time. Consuming Fire - Hold (R2) to consume your grenade to activate Fire forged and release a burst of flame on consumption. Heat transfer - Killing enemies while Fire forged is active resets it's timer and grants additional super energy on kill. Solar Flare - Daybreak projectiles seek targets as they travel and upon impact blind nearby enemies Exotic. The Stag rework = Kills grant additional rift energy, when rift is available killing an enemy will deploy rift automatically. Cheers for reading. Feel free for any feedback / constructive criticism. (Also I know The Stag isn't synergistic with the bottom tree I came up with I just figured it was better than what it currently does by a mile.

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  • This is....eh...both melee reworks are a no from me. With top tree I dont want to get shot up into the damn air trying to do basic combat. Thats just bad design thats prone to ruining everything because you're forced to not melee so often when you'd need to. Otherwise you get shot up into the air and get killed which means you're screwed either way. But the concept isn't bad just needs refining. Bottom tree melee would just get annoying very fast and needs something different. As for bottom tree as a whole goes I feel like you're changing it too much and ruining its identity. Here's my rework using your concepts as a base and improving upon it. -------------------------------------------------------------------------------------------------------------------------------------- Top Tree Icarus Strike: Strike an enemy with this melee ability and gain improved gliding abilities for a short duration. (Increased control, initial speed, etc.) Winged Sun - Fire weapons, throw grenades and gain increased damage resistance while gliding. Heat Rises - Airborne kills grant extra super energy and ability energy Phoenix Flight - Press [O,O] while mid air to Phoenix dash. Hold [O] while mid air to Phoenix dive and quickly descend restoring your health. -------------------------------------------------------------------------------------------------------------------------------------- Bottom Tree Burning Touch: Strike an enemy with this melee ability to cause severe burning. Burn damage grants grenade energy Consuming Fire - Hold your grenade button to consume your grenade and release a burst of flame on consumption. Fated for the Flame - Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames. Everlasting Fire - Killing an enemy with Daybreak increases its duration. --------------------------------------------------------------------------------------------------------------------------------------

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    • [quote]Firstly let me say the following to hopefully reduce the amount of ridiculous comments that usually come in. I main Warlock but I have played Hunter & Titan in the past. Been playing since Day 1 D1. I don't want Warlocks to be OP (and if there is an OP class I won't usually use it due to pride) My main view point comes from a crucible background [/quote] 🙄🤦🏻‍♀️ your stats: D1: ONLY PLAYED WARLOCK: [b]60 hours[/b] lol. That’s it, that’s all the play time you got in the whole game..... on ONE character D2: Hunter: [b]94 hours[/b] Titan: [b]45 hours[/b] Warlock: [b]967 hours[/b] My god... this is one of those times I’m glad Bungie doesn’t read most of the things on here. You’re beyond obnoxious. Why haven’t I muted you yet? Let me get right on that

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      • How can you call yourself a warlock main but think the top tree needs a buff? It’s been one of the best pvp classes since the game launched and is only not as great now because if the super bug that causes dawnblade to only do half the damage most of the time. If this would be fixed, then top tree will be among the best again.

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        • All they have to do for whatever tree that makes dawnblade have tracking is make firebolts have DOT And there dawnblade neutral game can compete. And kids it’s a super it’s supposed to kill

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        • Have no disagreement with any of this. Honestly you could make a rework suggestion for every subclass in the game. The root of the problem is that we are limited to subclass trees now instead of a whole array of perks to choose from and mix and match to the build we like, like in d1. I believe that is the rework we need. Being stuck with clusters of perks that bungie chooses for us is lame especially when it is a downgrade from what we used to have.

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        • So many people want bottom tree Dawnblade nerfed. The super does last too long. The issue is that the super is the only thing it has going for it. I really like these changes.

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          • Editado por Darknorth: 9/9/2019 10:50:37 PM
            Hey, I really like the top tree rework. But I do use Wings of Sacred Dawn for the Angel of Light / Tome of Dawn so removing that is a bit of a shame... I would also remove the air accuracy penalty since top tree invests in aerial combat so much. As for bottom tree I like the idea since it isn't built around Everlasting flame but I feel like there isn't really a need to change the dynamics of bottom tree. Dawnblade should be strong. I personally would implement Flame shield to bottom tree since it is the Attunement of Flame. Also, adding in either Gift of the Sun or Touch of flame + Viking Funeral (OG) would be an ideal substitution for Phoenix Dive's absence.

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          • Top tree dawnblade already can dodge more than hunter and you want to let them do it even more with wings of sacred dawn? No thank you. Increased damage resistance outside of a super on a melee HIT? -blam!- that. The super kills an enemy and if you miss it should blind them? No you don't deserve a reward for missing. And no one would really use the stag with that perk because it basically wastes your rift. With healing rift maybe for fast healing but if you don't take much damage and get a kill it gets wasted, especially if it was a super kill.

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            • [quote] (and if there is an OP class I won't usually use it due to pride)[/quote] And thats where you lost me...

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              • I feel like the damage resistance on top tree might be...a bit problematic with the ability to shoot in the air, especially if they remove in air penalty. Everything else looks interesting though.

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                • I'd like to see how they perform after the nerf coming in shadowkeep before anything else. If we can take them down like we could in D1, I don't think any of them will be a problem.

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