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Destiny 2

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Editado por Ranthop: 5/16/2021 10:47:30 PM
26

A Warlock's Rant - Boots of the Assembler versus Sanguine Alchemy and Bungie's hasty rework fueled by One Eyed Mask's popularity

[b]Here's a brief explanation of both exotic armor pieces. Scroll down for the full TL:DR This post is about Sanguine Alchemy and how irrelevant it has become, especially now that Boots of the Assembler have been released.[/b] Sanguine Alchemy - Weapon kills while standing in any rift extend the duration of that rift. (This exotic originally granted wall hacks to anyone who stood in the wearer's rift.) Boots of the Assembler - While standing in any rift you create Noble Seekers, which will seek your allies. Depending on whether the rift is an Empowering or Healing rift the Noble Seekers will grant both you and your allies a buff or health. Buffing or healing an ally will extend the duration of the rift. (In addition rifts create Noble Rounds for Lumina, the exotic hand cannon.) [b]The Actual Rant[/b] Ever since Sanguine Alchemy's perk was reworked I've had no reason to use this exotic. In my opinion there was no reason to even rework it in the first place. The exotic was good, but it was also under used by the majority of Warlock players. To my knowledge there were little to no complaints about it before and after it was reworked. At the time One Eyed Mask was overused and borderline overpowered. Sanguine Alchemy was reworked at the same time this Titan exotic was nerfed. It's my belief Bungie thought this Warlock exotic could become as popular as One Eyed Mask. I'll get into my thoughts on this later. Now that Boots of the Assembler has been released I can't imagine that Sanguine Alchemy has any viability in PvE, not that it was ever viable. In my mind, when you're solo, as long as you have the capacity or build to handle waves of enemies there is no need for this self-oriented exotic. As a Warlock there are plenty other exotics that exceed Sanguine Alchemy. I also don't see this exotic as effective as it once was in PvP. Sure, I might be able to hold a lane or defend a capture point, but in those moments I don't need a rift to last that long - not that it ever has to. It is a waste of an exotic slot if I extend a rift only for the opposing team to not push me. Not to mention that another player can just toss a grenade in my rift and force me out of it. Where as Boots of the Assembler feel way more team-oriented and are more effective at accomplishing the same result. In a PvP environment that emphasizes movement it is no wonder that One Eyed Mask was so popular. You gained a damage buff when an enemy player hit you and if you killed that player you earned an overshield. Plus you gained wall hacks against that player. You were essentially a mobile Sanguine Alchemy. They key difference between the two exotics is that Sanguine Alchemy's stationary rifts were easily defeated by a grenade and you had be smart. Sure, you had wall hacks against the enemies around you in PvP, however that advantage meant nothing if you couldn't beat the odds if two or three of them decided to make a push. Whether or not you had a teammate to help you win that gun fight is irrelevant, obviously it makes it easier to win when your team can see the enemy too. The point is the old Sanguine Alchemy was not as powerful as One Eyed Mask. AND before anyone says, "not every exotic needs to be as effective as the rest". I'll ask this, if a part of the game isn't fun then why would you interact with it. You wouldn't. [b]Conclusion[/b] (TL:DR) It may be late to criticize Bungie about their decision, but I don't think they really thought that hard before reworking Sanguine Alchemy. I mean they wanted to avoid another One Eyed Mask meta. They didn't really have a decent idea for a rework so they settled with something that might be useful in a niche scenario. If anything I think the current Sanguine Alchemy played a part in Bungie's inspiration to create Boots of the Assembler. Which sealed its irrelevance. If Bungie wants to make things right they should buff or re-rework Sanguine Alchemy. At the very least this exotic might become somewhat relevant again.

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  • Editado por Ev1LDragonFly: 5/17/2021 1:18:41 AM
    Warlocks always get the short end of the stick, when it comes to Exotics. This season is probably the best example of it. Hunters get an Exotic that grants full health on cast, bonus damage and an overshield to any Super, and allows Golden Gun to outdamage Nighthawk. Titans get an Exotic that allows them to get a damage buff from Solar kills and is the only reliable counter to Stasis. Warlocks get an Exotic that does the same thing as one they already had and that no one used anyway. Never has a Warlock Exotic been game-breaking in Crucible. Hunters have had Gwisin Vest, Wormhusk Crown and Stompies all dominate for extended periods of time, while other options such as Lucky Pants, Frosties, Dragon's Shadow, Gemini Jester and many more can be built around to great effect. Titans have had OEM and Antaeus Ward make the game unplayable for everyone else, and can still get use out of Citan's Ramparts, Dunemarchers and Synthoceps. Meanwhile, people complain about Warlocks using Ophidian Aspect and Transversive Steps, when those are the only Exotics we have that are even halfway decent for PvP. Contraverse Hold, and the Nova Warp path, have been gutted repeatedly and Astrocyte Verse is worthless because Blink is the worst jump ability by a great distance. People will point to Geomags and say they broke the game, but the reality is that the associated subclass path had been untouched for about 2 years until the nerf, and they were only seeing popularity because Shadebinder got nerfed harder and faster than the other Stasis subclasses, and remains the worst of them in PvP.

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