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Destiny 2

Discusión sobre Destiny 2
1/15/2021 8:37:35 PM
2

With regards to the potential upcoming behemoth nerf.

They already said it was on their radar and following this upcoming patch they will be keeping a close eye on behemoth to see where it is in the pvp hierarchy. For the most part, I feel like the shatter the titans could do was never as potent as shatter dive due to how difficult it is to kill an airborne hunter. It was a powerful bonus to a really strong slide ability that allowed for great mobility. So I think after this upcoming nerf, the mobility of the slide will be more impactful than the shattering of the grenade itself. I am NOT downplaying how stupidly broken shattering the glacier grenade is, but rather I think the utility of the slide is what was consistently more impactful to titans in pvp. Now the super...is a different story. I'm not going to lie and say it's balanced, because it's not, but I CANNOT say I didn't have fun abusing it. It's what I wish fists of havoc was...minus the freeze...and so it's been incredibly fun rocketing around the map obliterating people. But it absolutely does need to be toned down in order to preserve the enemies sanity. 1. If it's armor is NOT in line with fists of havoc or sentinel shield, make it so. It doesn't need to have higher damage reduction (I'm not actually sure if it does) if it offers such great mobility. 2. Reduce the duration to about 22-24 seconds. Currently it feels like it lasts longer than pre-nerf burning maul while costing very little energy per attack. This combination of efficiency and duration allows it to go pretty much where ever it wants to on the map which makes escaping it incredibly difficult. With AT LEAST a duration nerf, it will have a harder time chasing people over extended periods of time. 3. Get rid of it's activation freeze effect. It's literally what fist of havoc does, but it freezes you instead. You can cheese enemy supers simply by activating it on them or near them. No melee super can beat behemoth even before they are fully in the super. 4. Reduce the effective range of the power attack slam and aoe. It travels a very long distance on top of an aoe bubble of freeze around the user the size of nova warps blast. If it's on you, you are dead, if you are in front of it you are dead, if you are near where they aimed, you are dead. You can combo this out of the light attack and rocket towards enemies using this attack, making it ridiculously hard to avoid even if you are further away. 5. Reduce the knockback on the melee (in and out of super) in pvp. I think it knocking targets away is fine, but it didn't need to be comparable to quake. It makes an already strong melee even stronger because it can one shot enemies with the knockback alone. Having a long distance mobility melee is already sufficiently powerful. These changes (specifically duration) will really hurt it in pve, but bungie needs to find a middle ground for the super as it literally...shits on anything the other titan supers can do. Its add clear is actually insane as it is, making every other option look like crap. The power attack in super can freeze a whole group of enemies so far away and even if they don't die, they can't do ANYTHING for 4 seconds, allowing allies to kill them or you can simply just run into them and they die. Behemoth is a really great subclass and honestly I'm happy with the way it is. It offers great maneuverability and has strong effects it can take advantage of if the target is frozen. I wish it had more options to freeze targets to...ya know...shatter like it's supposed to, but I can't fault it for how strong it is regardless. Hopefully bungie taking some time to tune the lesser pvp subclasses will make even freeze a little less op.

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