Okay yeah you didn't explain at all why it's not OP. lol
SC DEFINITELY does not need a buff. The nerf was a welcome one and a good compromise to level-headed people. Thunderstrike isn't over powered but that range is just BS. Pretty sure it's further than blink strike and does more damage than a knife.
I'm not gonna scream nerf just because I'm tired of nerfs, but that range is a bit ridiculous.
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The range offsests the fact that Warlocks have the lowest base armor and agility of any of the subclasses int he game. ...and Stormcaller doesn't have blink like Voidwalkers, or the other CQC survival abilities that Sunsingers have. All they have is the long range....and the ability to have their melee attack recharged. IOW words, if you "balance" TS by nerfing it, you BREAK the subclass and put them at a disadvantage. Because you've now taken away the only counterbalancing advantage that SC Warlocks have to offset the high agility and movment skills that Hunters have...and the high armor and survivability that Titans have. This is NOT Halo. This game is a game of Rock, Paper, Scissors....and if you keep trying to beat Rock with Scissors...you're just going to keep losing.
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You don't have to break it. It can still have range and not reach out 10 feet. A reduction doesn't mean they have to be right in front of you. It balances nothing. You have more range than any melee across all subclasses with the exception of the knife, and do just as much damage as any melee not named shoulder charge or Storm Fist. That's a bit much. Reduce the range or reduce the damage. Not both, and not by a lot, but as it sits now, balance isn't what comes to mind when thinking about that melee.
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Editado por TheArtist: 9/19/2016 3:11:54 PMNo. You break it. Because, when you "balance" TS so that its no more effective than any other melee attack what you done is actually TIP the balance in these encounters towards Hunters and Titans. Titan will simply be able to rush in and hammer SC Warlocks and take advantage of their greater armor. Hunters will be able to rush in and outmaneuver Warlocks with their superior agility and movement abilities. Hell I actually had a Defender Titan with FB proc actually take me out in my super form as a Sunsinger. Never mind as a Stormcaler who is even LESS survivable in CQC engagements. Whereas the ability to reach 10 feet gives a Warlock two charged melee attacks (with the right build) to stop that rushing Titan.....and the reach to force a show of respect from the Bladedancer or the Shadestepping Nightstalker. This game is NOT designed so that you can run into a melee fight with a Warlock and have an equal chance of emerging the winner. If you want to play THAT game go play Titanfall or Halo. This game is like Overwatch. Warlocks have the advantage in these fights, and the challenge is how to manage your own game to STAY OUT of them. ...and if you can'--or won't---do that...that is NOT the game's fault. The game is not out of balance because you keep tyring to use Scissors to beat Rock, because you're too stubborn to use Paper instead.
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I didn't say to make it not have the best range. I just think the difference is too large. It can still be the longest range. Just not as long as it is now. You can keep pounding that same metaphor into the dirt but it holds no weight here. You shouldn't have a two-shot melee that can reach further than anyone elses. I'm not talking about in your super, just regular charged melee. It shouldn't reach that far. There shouldn't be a definite winner in melee fights, and it's REALLY easy to win with a SC warlock. Again, not talking about hammers or anything. Just regular charged melee. You disagree. That's fine. I just think the range is too much and so do many others.
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The difference is necessary to offset the limited armor and agility. That's the reason why it is the way it is...and Bungie has shown NO interest in nerfing it. The answer isn't going to change simply because you refuse to accept it. ...and the answer is "Yes you should have one in a game like this." When that attack belongs to the class with the least ability to withstand attacks by other classes, and the least ability to get out of the way of htem. Ths game can be summarized VERY simply. "Titans have the armor to withstand the attack that they can't avoid. Hunters have the ability to avoid attacks that they could not withstand. Warlocks have the ability to RECOVER from attacks that they can neither withstand nor avoid." But that ability to recover is of limited value in PVP if you take fatal damage before it can kick in. That is why EVERY Warlock Subclass has a CQC melee attack that outclasses those of the other two classes. Because it is necessary to keep those classes at bay and force them to show respect. IF you want to play a game where everyone walks into a melee fight with an equal chance of emerging the winner. GO PLAY HALO OR TITANFALL. That is NOT this game...and it never WILL BE this game. This game is designed so that if you stumble into a slapfight with a Warlock as a Hunter or a Titan....all other things being equal....you're going to lose. Adjust your strategies accordingly.
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I mean I disagree with that. What's funny is you take this as gospel and as though it'll never change. Just wait. Bungie had shown no interest in nerfing Shoulder Charge until they did it, and LOOK! They didn't break it! They made a change that was a good compromise to both sides. Something like that could just as easily affect Thunder strike. They shouldn't have to handicap you with a powerful melee just because your recovery thing sucks. That sounds like a problem with recovery. You disagree and that's okay, but you keep trying to justify your opinion as fact and it's just not.
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I play all three classes in PVP. Shoulder Charge got nerfed because of Titan skating. It was too easy to deliver while in the air. In fact eaiser than when the Titan is on the ground. With skating and certain exotics, you were basically able to keep it charged ***almost*** continuously....and with the new artifact coming into the game getting rid of sprint lock, that was going to certainly become "continuously". Which, of course, would have been OP as -blam!-. The game is NOT HALO. The game is not designed so that every one is equal in every situation. If you want to play that kind of game, you have PLENTY of other options. THIS game is a game of rock/paper/scissors counterbalance. ...and when you nerf things to be "equal" in this kind fo game...you often wind up breaking thigns. Which is why---so often----when Bungie does step in and nerf something (that often needs it) they wind up breaking it. Or if they nerf soemthign that didn't need it (firebolts) they wind up breaking it BADLY. Overwatch is the same way. If' I'm playing as Reaper and try to get into CQC fight with one of the game's Tanks....I'm going to get handed my ass. EVERY TIME. Not because the game is "unbalanced" But because I'm playing STUPIDLY based on what my character does and doesn't do well.
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The actual nerf, adding a second to SC activation time, has absolutely nothing to do with skating. They did nerf the tracking because it needed it, but notice it didn't break it. Again, you keep thinking I want it equal to everything else and I don't. You repeatedly miss the point where I say that I want it reduced, but it would STILL be the longest range. It's the disparity that bugs me. It shouldn't be THAT much further than everything else.
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Seriously? Why do you think that they nerfed Universal Remote, Shoulder Charge, Mk, 44 Stand Asides AND Striker jump used most often in Titan Skating ALL IN THE SAME PATCH?? Why do you think that Greg Peng---in discussing why UR got nerfed, said, [i]"An exotic shotgun not gated by the special ammo economy was already a dangerous tool, but as players honed their mastery over the strong mobility options that Destiny has to offer, a hair-pulling combination was born"[/i] That is a direct reference to Titan-akating and the use of UR with it. Because part of what made that build so oppressive was that you could keep your SC up almost continuously (Especially with the Stand Asides) . So anyone trying to stand their ground against it not only had to deal with getting shotgunned, but also SC'ed from the air. I know because (minus UR) I RAN that build in the most recent Iron Banner and it was so DIRTY that I felt like I needed a shower afterwards. It was so ridiculous.
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I never said it needed a buff, because of the melee being very unpopular I suggested a 1 meter range nerf.
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I said SC doesn't need a nerf. SC is Shoulder charge, not Stormcaller. Sorry for any confusion.
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Ok, thanks. Sorry for not putting 2 and 2 toghther about the 'welcome nerf'.
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Yeah. I was trying not to a dick. lol. I just think the added second for activation was a good compromise for those who loved it and the nerf herders. Didn't break it, and pacified the whiners enough.