What changes would you like to see made to Antaeus Wards?
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Editado por Demon_XXVII: 5/24/2020 6:15:05 AMI don’t care if you keep them as they are now for Titans Just give some armour/skill tree perks that’s comparable to / counteracts (Sliding Super charging Antaeus Ward wearing Titans) for the Hunter & Warlock classes [b]Newton’s 3rd Law:[/b] [i]For every action, there is an equal and opposite reaction [/i]
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Editado por Grey-Fox-Omega: 4/26/2020 11:26:26 PMThey’ve only been out a short while, initial impressions is they seem fine. People scream nerf far to readily on these forums, maybe focus on improving the huge number of lack lustre exotic armor pieces in the game, aeon swift, foe tracer, helm of the external warrior could all use improvement/added functionality. The game would benefit far more from each class having more good exotics to choose from rather than the few good exotics end up joining all the useless ones.
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I think the shield from directly behind is too much but I totally agree, lets see more buffs and reworks. The warlock ones were really fun this season as dismal as its been
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You just knew they'd pick 2 topics after the TWAB and totally disappear back under their rocks again.
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Editado por ΚΞΤΗΞΓ ΝΟΙΓ: 4/26/2020 5:38:57 PMMake it uses up all melee energy every time it’s activated.
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Nothing. Coming from someone that has barely ever played as a titan.
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[b][u]My Proposed Change[/u][/b]: - When sliding the Ward now takes a fourth of the Titans Barricade energy - The Shield now works with Class Ability Mods Example: Perpetuation - The Ward now only protects from the FRONT(why this was changed is beyond me🙄) - Chip damage is able to get through (what it was before SoW update) - Slide distance increased and super gain remain the same, as well as the shield lasting for .5 seconds Just to get this out there I do NOT use these boots... They do not fit my play style pretty much at all lol. They promote an aggressive rushing style while I prefer a passive defensive style. BUT I do not want them to get destroyed like many other people are proposing😒.
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So basically you dont want them used ever. Cool
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How would they never be used if they went with my suggestion? They would still be able to deflect everything they have now plus they still give super energy from deflecting stuff. All Titans would have to do is be mindful with their slide instead of spamming it which we shouldn’t be able to do anyway.
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So you want to nerf Titans from sliding by making it cost energy but then allow Hunters and Warlocks to have unlimited slides? It’s just a player movement. Making it cost energy is a huge nerf to gameplay
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Editado por mikeyrox1234: 4/29/2020 8:17:33 PMIf you want to deflect literally everything in front of you...? Yes. Also Im not making sliding cost energy... I making the shield cost energy. If you are out of Barricade energy then you would slide like normal. You want to have the shield up more often? Run high resilience and put on Perpetuation.
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But why make Titan slide have to cost energy at all?
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Because the shield grants a MASSIVE advantage in gun fights and should not be free. I also edited my last comment if you wanna look at it.
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Stuffs like dat,the dodge and gain health,warlocks flying thru the top of the map for 20 seconds ,the titans arms that lets u shoot thru barricades ,stuff like dat should not exist in pvp but i still dont understand yall ainn thought bout it first🤦🏾♂️
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No super energy gains Shield is only in front (sliding direction of the feet) and top. (Top for shotgun apes) Sides and back should be left open. Will be susceptible to certain grenades and AOE damage. Reload in-hand weapon on blocked shots from inventory to include RLs and GLs. This still keeps them powerful but need a bit of skill to use them.
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Editado por Wraith: 4/25/2020 3:32:59 PMLeave them as is but make it so they can only block/reflect ether one Kinetic damage or two only elemental damage but not both. This would allow them to stay competitive and have a place in the game but not make them completely broken.
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Watercress
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Editado por MA_Arch: 4/25/2020 1:24:35 AM[quote]What changes would you like to see made to Antaeus Wards?[/quote] Let’s look at why the exotics are a problem first: 1. They give invincibility for sliding. A mechanic that you want to use regularly anyway. No exotic should give you full invincibility. The exotics tank any super or heavy as long as the damage is not continuous. 2. You get rewarded for someone outplaying you. The exotics make it easy to win almost any 1v1 situation if played smart. Some might say all you need to do is create distance and wait for the shield to go away but all the user has to do is run away if that doesn’t work. Also, you don’t always know if the person challenging you is a titan using Antaeus. 3. Gives super energy. Why does it not only give you a full 360 degree shield, but also gives you super energy for someone shooting you? It’s silly. 4. It reflects any and everything. This is also not ok. Literally just think about. 5. Stop implementing things in the game that no one asked for. Fix things that are being asked for the work from there. No one asked for an Antaeus buff. How to fix: Delete the damn thing. Thanks Oh also, why buff 600 rpm autos when they were already good? But no buffs to the other archetypes that actually needed a buff? I’m out.
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Oh look he plays a hunter. How about we start with nerfing dodge
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Agreed. No reason why hunters should have a dodge on such a short cooldown and have an exotic that gives health back for dodging basically every 8 seconds.
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- Make the shield match what's visually displayed in-game, and not secretly cover the entire user's body. - Disable them while in Super, like One Eyed Mask's perk(s). It currently makes Titan's roaming Supers too hard to kill, and also extends their duration due to the Super energy gain from the boots. I sincerely doubt that's intended. And/Or - Get rid of the Super energy gains for trying to do damage to a user while the shield is up. I think that's the bare minimum that should be done. And that's coming from someone who's currently a Titan main. Also, if possible, fix the bug where it'll somehow cause the user to die when reflecting. And on a competely different note: [spoiler]Please change both top tree Stormcaller's and the Dunemarchers Exotic leg armor's chain lightning abilities to no longer chain multiple times between targets like Arc Web. That definitely was not in the patch notes for the release of Season of the Worthy.[/spoiler]
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Editado por Dredgen Storm: 4/25/2020 4:58:08 PMThe chain lightning ability has been in the game since Y1 my boy
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"My boy," only in this season did the aforementioned melee effects start chaining multiple times. I've used Dunemarchers since Warmind came out. They've always been limited to only one chain/damage tick per person. They had never rechained back to the same target. Same with top tree Stormcaller's Chain Lightning melee. I've been on both ends of this new phenomenon. It's even worse in the case of Dunemarchers, since each chain does just a bit over 80 damage. If you get hit twice by it, you can legitimately be one shotted by an SMG afterwards if you were full health to begin with. That's a bit too much, don't you think? Especially since there's really no cooldown for it, as it requires no melee charge.
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Okay i admit i dont know the extent of the chaining for dunemarchers in the crucible and I never said it wasnt op ... but attunemnt of conduction has been like that since arc week in forsaken... I know this because Ive used only used storm caller since that time and theyve already nerfed it so its really not that bad
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I also predominantly main top tree Stormcaller when I play my Warlock, with a side of top tree Dawnblade. I think I know the ins and outs of the subclass very well, as I've used it since Forsaken, doing exceedingly well with it even before it got buffed. Perhaps I am mistaken, but I'm 99% sure it never worked that way prior to Season of the Worthy. It's not just one or two chains between say two people a little bunched up. It's quite a few now, making a very audible amount of sound as a result. I don't particularly even have an issue with Stormcaller's charged melee, as it's weaker than Dunemarchers' similar effect, and requires a melee charge. But there was 0 mention of either being adjusted in the patchnotes, which is what I do have an issue with, and leads me to believe that it was unintended.