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Destiny 2

Hablemos de Destiny 2.
11/22/2019 2:14:06 AM
25

Self res.

They are reworking solar subclasses and not taking the chance to add self res back like it should have been since the beginning. Auto fail. If you plan on saying “it broke the game” you are irrevocably wrong and need to go sit in the corner.
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  • No.

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  • Editado por AppleSoda: 11/26/2019 5:54:36 PM
    I miss Self-Res a lot but I’d personally like to see the idea of Warlocks being a support class brought in different ways. I think recent solar subclass changes and changes to come have stripped the power off all three of the Warlock solar subclasses. My suggestions would be something more like: Top Tree: -Keep all of the proposed changes but just have in-air accuracy greatly improved or the penalty removed entirely by default (no grenade consumption). -Consuming your Grenade charge allows for swifter glide movement and resets your Icarus Dash charge, in addition to its currently proposed function (think a really toned down version of how Burst Glide works in Daybreak currently for the glide movement buff, and I mean really toned down). -And here’s the big brain one, let Icarus Dash function more effectively on the Y axis. Allow for direct up and down dashes. This will allow Warlocks to have in-air control comparable to Hunters. -Add back the ability for in-air kills to grant back Grenade energy (I believe they are removing this, yes?) -Wings of Sacred Dawn grants slightly increased resilience in-air (+10). Getting kills while using Tome of Dawn refreshes your Icarus Dash and grants a small damage bonus to all weapons (this would work like Rampage and so stack with other buffs and debuffs), further kills while using Tome of Dawn increases this effect and extends its duration. (x1: 5%, x2: 7.5%, x3: 10% lasts 4 seconds until x3, where further kills can increase it to a max of 7 seconds. Mostly just so it’s virtually unabusable in Crucible.) Middle Tree: -Make Well have the Lunafaction reload buff by default. Buff Lunafaction to be able to stack with this reload buff to marginally improve your reload even more. -Move Benevolent Dawn onto the Well of Radiance Super module. Replace it with a new perk that allows for either a long range, single target resurrect that you can target by ADSing on a ghost for a second or a short range, mass resurrect. (Binds to hold Super) -Make Healing Grenades last forever or very long (only three can be on the field at any given time, including other Warlocks grenades. Placing more would replace the earliest placed one). These healing grenades would have an indicator on all nearby (very nearby so it isn’t annoying) allies HUD (either radar or a small marker). And would have a 3x use with a short cooldown per player use. (So the same player could run through it all three times if they wished). Healing allies grants greatly enhanced health regeneration (to further encourage not just spamming it on yourself). -Add the ability to see ally health bars or have some visible indication of when they’re at critical health (red). This should also be added to Lumina. -Add to Phoenix Protocol: A portion of your super is refunded for resurrecting allies (33% in PvE, and somewhere around 10% in PvP, If you go the single target route) or A small portion of your super is refunded for each ally resurrected (15% in PvE, only slightly less in PvP because it’d be hard to get great use out of mass resurrect) and increased radius for mass resurrect. -Resurrect would use revive tokens but mass resurrect would allow you to revive all nearby fallen allies at the cost of only one token. This wouldn’t be stated anywhere but it’s how I envision it being balanced to some extent. Of course then your super isn’t very useful which is why you’d still have Well to fall back on. Bottom Tree: -Extend the duration of the super slightly to compensate for removing its movement capabilities. -Rework Phoenix Dive to be faster, heal more, and leave a short-lived sunspot (can be called something different if they want that to be a Titan thing). In super, Phoenix Dive deals slightly more damage on enemies and applies a debuff (equivalent to melting point) as well as breaks Barrier shields, disrupts Overload enemies, and staggers Unstoppable enemies. Phoenix Diving an enemy in Crucible while in Daybreak would instantly kill them unless in a Bubble. -Add to Everlasting Flames: Staggering a champion or breaking a champion’s barrier extends the duration of Daybreak. Allies who stand in the short-lived sunspots generated by your super’s Phoenix Dives gain greatly increased ability regeneration as well as greatly increased recovery for a short time (3-5 seconds, ability regeneration is slightly better for solar subclasses). Sorry for the infinite parentheses, just want to clarify how I envision all of this working and English is hard lmao.

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  • As a Destiny 1, day 1 Titan Striker, I feel your pain. Sucks having that which is not broke reworked for a game mode you very rarely play. Still don't and never will like what they did to my class or the fixed subclass BS.

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  • They probably have that as a new exotic but are keeping it on hold. They are probably waiting until the player base is down to 150k to release all the really fun stuff. That way everyone who quit the game will be like "damn that looks cool, maybe I'll give Destiny another try."

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    • I think what this guy is saying is that it's a game. All this "it broke the game" "it's a crutch" cap is for the birds. This game should be fun and not a chore to play.

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      • Self res did break the game. You ever watch a solo atheon kill? Thats a fantastic display of how its broken.

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        • Words can’t describe how happy I am that bungie left self rez out of destiny 2. Such a boring and useless super unless you’re terrible or trying to cheese an encounter.

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          • I’m sure self-res will get a second chance [spoiler]😂😂😂[/spoiler]

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            • If only

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            • It broke most of the raid encounters in the game though. If you need proof look at gladd’s all destiny bosses solo no wipes video, every single encounter he uses self res to reset raid mechanics and cheese the game

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              • Yup

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              • With trials on the way back soon I doubt they’ll add it back, it’s all anyone would use back in the day.

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                • I do agree since i liked the self-rezz but it won't come back for two reasons. - They never managed to get a grip on the glitches possible with selfrezz. - It would go against the raid mechanics of having limited rezzes with the tokens. Sure, they could make it so a self-rezz needs and uses up your rezz token.. but.. that's too much work for bungie ;)

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                  • Nope. Broke pretty much every encounter, every raid, unfair and unbalanced in PvP. They can keep that crutch far [b][i]far[/i][/b] away from the game

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                    • Editado por michael: 11/24/2019 10:05:11 PM
                      Served no purpose except as a get out of jail free card for people who die in PvE

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                      • Honestly I only used the Sunsinger option that did something for the team. I think it boosted damage and reload speeds as well as grenade recharge (or at least you could keep lobbing grenades almost repeatedly while it was active). Worked great for the raids.

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                      • Editado por Spicy Water: 11/23/2019 6:31:39 PM
                        It’s not that self res was “broken” (though it certainly was in some situations), but let’s be real, if self res came back, it would become required in pretty much any activity by most sweaty players on lfg. That’s boring and stupid so I’m not disappointed that it hasn’t returned

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                        • As someone who used to main warlock back in D1 but no longer does, I’d like to see it come back. Sunsinger was my favourite class because I could spam grenades to my hearts content and have the added bonus of hero moments when the entire fireteam goes down. It’s really not harmful to the current PvP meta, it wasn’t bad in D1 because in order to counter a sunsinger you literally just had to dome them in the head with a sniper. A static target with no movement whatsoever.

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                          • It was lame.

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                            • They should’ve never removed it to begin with. They should’ve made a new arc subclass instead and kept the entirety of Sunsinger.

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                              • Editado por Corrick II: 11/23/2019 5:51:29 PM
                                There are two versions of destiny. There is the version of Destiny that has self rez, the OG Gjallerhorn, armor without affinity, D1 firefly, and aggressive tracking. Oh yeah, and raid revive tokens don’t exist. Basically the unlimited power fantasy people SAY they want but would complain endlessly about if they had it. Then there is the Destiny that has perfect balance, where nothing is special, no OP weapons or abilities are introduced and everyone plays exactly the same. This is the Destiny everyone actually wants but also knows deep down inside it’s boring AF. Right now we’re in a strange dimension where both of these versions are slowly colliding, causing unimaginable friction amongst players. Will we ever have one or the other? Probably not. For now, just appreciate what you have and hope they don’t take anything else away.

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                                • I kinda agree with this. The changes to Dawnblade could've been made on all of the bottom or top tree not differentiated between the two. And made way for Self-res to return in the open spot.

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                                  • There not addressing alot of things with the warlock classes just like the last one where hunter and titans got alot off bluffs

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                                    • Just make it an exotic, so there’s a bit of trade off and I’ll be fine.

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                                      • I wasn't really a fan of self res, but how about this? Replace *subclass node* with Sunsinger Radiance. Perk 1: Scorched Wind Strike your enemy with a burning melee that knocks them back on hit. Killing an enemy with this melee grants an oversheild. Perk 2: Viking Funeral All of your grenades set enemies on fire weakening them for a brief time. Killing an enemy with Viking Funeral grants ability energy. Perk 3: Song of Flame While under the effect of Radiance, allies close to you are given recovery buffs and ability cooldowns. Super: Radiance *Dawnblade Augment* Bask yourself in solar energy that greatly reduces all ability cooldowns for a short time. While under the affect of Radiance, mobility is greatly increased and killing enemies with your abilities increases weapon reload and handeling speed.

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