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Edited by pcln3806: 12/1/2019 8:24:25 PM
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I think in general there is an issue with balancing/ balancing classes. it sorta seems like once an exotic is made on one class, an exotic made on another class can’t be too similar. I would say this mostly for foe tracers vs salguine, but also for things like mask of the quiet one vs stag. This makes some sense in my eyes as warlocks have (generally) the worst melees in the game, but they also have the most melee based exotics while hunters have a crap ton of grenade based exotics. If this whole system does exist, it would explain why many of the exotics rely on class specific abilities, but this introduces the problem of those exotics relying on how good said ability is and if the exotic matches the uses of it. I mean, seriously, when was the last time you even [i]heard[/i] of vesper radius? It would have been pretty good on hunters as you are close to enemies anyways for all of the bonuses. The whole exotic creation thing may also be the reason why warlocks have so little exotics compared to other classes. (Granted, warlocks don’t have things like trick sleeves or stronghold, but in general, exotic armor quality/ usability on warlocks is just slightly above those two. Don’t get me wrong I really don’t want a OEM esc thing for warlocks, but exotics either need to be amazing at one specific thing or widely applicable, most warlock armor does neither)
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  • [quote]I think in general there is an issue with balancing/ balancing classes. it sorta seems like once an exotic is made on one class, an exotic made on another class can’t be too similar. I would say this mostly for foe tracers vs salguine, but also for things like mask of the quiet one vs stag. This makes some sense in my eyes as warlocks have (generally) the worst melees in the game, but they also have the most melee based exotics while hunters have a crap ton of grenade based exotics. If this whole system does exist, it would explain why many of the exotics rely on class specific abilities, but this introduces the problem of those exotics relying on how good said ability is and if the exotic matches the uses of it. I mean, seriously, when was the last time you even [i]heard[/i] of vesper radius? It would have been pretty good on hunters as you are close to enemies anyways for all of the bonuses. The whole exotic creation thing may also be the reason why warlocks have so little exotics compared to other classes. (Granted, warlocks don’t have things like trick sleeves or stronghold, but in general, exotic armor quality/ usability on warlocks is just slightly above those two. Don’t get me wrong I really don’t want a OEM esc thing for warlocks, but exotics either need to be amazing at one specific thing or widely applicable, most warlock armor does neither)[/quote] Exactly - the problem is that compared to the hunter the difference between exotics start to show. Foe tracer vs sanguine? If you had a 75 meter radius band could take the effect from the rifts - sure! It could be great. Even the knuckle head dwarfs it currently. Then the stag vs the husk? It’s not even worth comparing to the eye mask. I made a list of the warlock crucible exotics and how they could be buffed without making them eye mask op. I will copy and paste them from the other post. * Eye of another world - When ability is FULLY recharged casting / use speed is significantly increased. Melee range is increased as well as speed (equaling other characters, with a full strength charge) * Sanguine Robes - Rifts tracking increased from 35 - 75 meters. Effect can be taken from rift and used while mobile. Head shot kills extend duration of tracking effects. Makes scouts, bows and bullet weapons powerful. Fusions stay strong but don’t benefit from headshots or extended duration. * Suns bracers - Revert back to D1 with two charges. * Nothing manacles - Reintroduce. Scatter grenade charges x 2 with increased scatter grenade damage. If all scatter parts hit - IF it becomes a rare one hit wipe. * Skull of Dire ahamkara - This was a must have exotic that saw a needed nerf with ability to regen a new super from a super. It’s nerf was to heavy. Rework and add the ability to select from nova bomb modes. Three modes. 1 - lob 2- lance 3 - shatter Actual grandeur becomes viable again! * Wings of sacred dawn - removes in air accuracy (as standard) on all warlock sub classes (basically granting Icarus’s grip on all weapons) health on head shot kills while flying / floating.

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