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publicado originalmente en: Destiny and the Change of PvP Controversy
Editado por SunnyZaBunny: 7/30/2014 2:25:03 AM
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My big critiques would be Cut down the AOE damage of the Warlock/Titan super in the crucible (or slow the timer on the hunter Golden gun and remove shot limitations Please either make the hand cannon secondary or make the sacrifice of reload speed and fire rate by upping the damage Maybe make supers a little less common? I faced a guy in the crucible who used it more than six times
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  • I only agree with lowering the AoE. I died by FoH, when I was under a building. That is absurd. It shouldn't go through walls. He was on the platform above me. I think on C, but I forgot the name of the map. It is a broken building with stairs leading to the objective.

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  • Supers are activated by orbs. Orbs are created when killed by supers. So it's not necessary supers that need to be nerfed. It could probably be lack of skill being killed that many times so easily.

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  • Editado por Strix: 7/30/2014 7:43:05 AM
    I never found an entire team in one spot to wipe out with my warlock super (and if I did, they'd deserve it for being tactically challenged). Granted I'm truly awful at PVP, but the warlock can be oneshot by nearly anything. He might as well be wearing Charmin ultra soft for armor. Please don't nerf my nova. *sorry this posted under the wrong comment. odd.

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  • Maybe not slow the timers, your Super bar gets time taken off for every kill, PvE and in PvP. If it's as big as a problem in PvP, maybe possibly just remove the kill-time effect. So, a constant time limit?

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  • Time ticking down after each kill could work but doesn't address the current kill limitation. Hunters have 3 shots. That's three people, while warlocks and titans can wipe a whole team with a well places super. Cutting down the splash area would help even things up, I'm actually pretty tired of being killed by AOE supers through walls or jumping as high as I can and still getting killed.

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  • However, the hit box when using the hunter's super, at least for me, was enormous and if you had the skill that made the super penetrate into more than one enemy, you can easily get collaterals with both of those factors in play, easily taking out more than just the allotted 3. Although this too is situational (trying to fight for the B flag on Venus is one I remember)

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  • Yes but using keyhole slowed grenade and knife regeneration significantly

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  • Not if you can make up for it with strength and discipline modifiers on armor pieces. I found there was little to no difference with or without keyhole

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  • I had a tweaked my strength and discipline ratings it still seemed slow. I still don't think keyhole fixed all of the hunters woes, they're tiny things it just needs a little tweaking

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  • I never found an entire team in one spot to wipe out with my warlock super (and if I did, they'd deserve it for being tactically challenged). Granted I'm truly awful at PVP, but the warlock can be oneshot by nearly anything. He might as well be wearing Charmin ultra soft for armor. Please don't nerf my nova!

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  • Yeah, possibly give the hunter 5 rounds? The AoE thing might be a little more tricky, because it has to be effective at destroying groups in PvE as well. As a warlock, I had to be pretty accurate to destroy groups, otherwise they get away, albeit with not very much health.

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  • Or one shot that aoe explodes on impact like the other classes, but only if you hit someone. Maybe since it is much easier to aim and control.

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  • Editado por SunnyZaBunny: 7/30/2014 6:11:02 AM
    That's anything thing, in the Divide further in near where the two knights spawn. There is an area where two reader vandals spawn along with two regular vandals around level 6-7. My Titan & warlock could kill all of then with one go using the super. My hunter on the other hand initially before the servers went down it took two shots to take down a single reaver vandal after they went back up it on the 22nd all three shots failed to put down a single reaver vandal. a sliver of health remained and left me surrounded by vandals. Quite aggravating. The Titan and warlock and still be quite effective at clearing groups even if they tweaked the splash damage right they're just too large a radius. I get that they may be that way to make up for lack of accuracy but hats a hell of a handicap to have in comparison to the hunter if they miss they're shit out of luck.

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  • Agreeably, The hunters Super could use something, takes two shots to kill a captain, then you have to deal with his underlings and the other two could handle it in one go. Now I'm not saying any of the classes are "OP" or "UP" but the hunters could use something. Even just give him a fully loaded golden gun would probably help. His subclass looks pretty promising at least too.

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  • I'm hoping the subclass more than makes up for it, but to fix gunslinger it would just be small tweaks and finding a balance between shots and damage. The other two I love but if Titan is more of the 'tank class with high armor" I could deal with a high-risk high reward explanation for their splash damage since they have to run up in the enemy. Warlocks seem to be more dps possibly support? I think they'd do great weakening the enemy via energy drain and doing precision bombardments rather than room clearing. Tons of damage but over time like slowly draining the enemy life (or other star conditions like slowing the enemy) rather than blowing them up? Hunter is straight forward dps/ stealthy dps. So maybe higher critical rates?

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  • The hunter definitely needs minor tweaks to help it's gunslinger class stand out. I heard somewhere that the number of your total armor on your character, isn't the actually armor rating, but total level or somethings Actually I played all three classes, and when I got the Titan to the max wearable beta armor, I notice a blue over shield over him, much like the captains, and the health bar changed blue too. So here's hoping that the Titan, in later on levels will stand out more as a tank. Warlock tended to be a heavy hitter a lot, but reversely got hit heavily. their class is inherently dependent on their abilities and grenade, so they got them faster. Hopefully, come full game and higher levels, the classes will begin to separate into noticeably different tactics and style, in battle and in style.

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  • Hears to hoping things balance out!

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