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1/25/2020 9:22:19 PM
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Is there any plan to make bottom dawnblade viable again?

First of all, i'm talking about console (which was the most played sandbox during the period i am bringing as an example in the link below and which is the most played sandbox right now too according to this: https://warmind.io/activity) So, bottom dawnblade has been nerfed to the ground in the last two seasons. His popularity and win rate have never reached the top like other subclasses tho so i can't understand how those nerf could be considered needed (for example arcstrider is trending #1 in win rate since more than a year and it didn't get any change) https://guardian.gg/2/class-stats?platform=console&mode=5&start=2019-01-01&end=2019-09-01 But still someone thought that its kit was too good and needed a lot of nerfs making it useless now (we got top dawnblade which is a joke: the super sucks compared to the ither roaming supers and floating/heat rises is only good for sniping, true vanguard and few players on pc, that playstyle isn't liked at all from most of the people and that's why dawnblade impact on pvp is still really low) Warlocks only have a good (sometimes it's bugged, saaving both nade and melee is annoying, but it's really strong) roaming super right now and this is kinda boring sometimes I think that all the changes related to bottom dawnblade should be reverted: as you can see from the link i shared, it had almost no impact on the game for months and the lack of neutral game was already enough to balance it. If dawnblade's speed and duration were so strong it would have been played much more with much better results instead of averaging one of the lowest win rates and popularity. I'm not saying it wasn't good, but i would say it wasn't as easy as striker to use (which is still pretty good right now for example) I know that the stat is about top+bottom dawnblade and well of radiance, but we can assume that bottom tree was the most played among them because it was the best choice. If we don't want to assume this, it means the super was even less used so it had even less imoact on the game. You can already drop your "it was too good on pc" because as i said pc isn't the most played sandbox and here on console we have for sure one subclass which is way better than the others and no one is claiming that's a problem

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  • Edited by Zombie: 1/27/2020 5:38:55 PM
    I play both trees and like them both. Hit registration sucks for top tree super though. Hit a guy for 30 and then 50 with my super. Feels bad man. Sometimes when enemies are airborne it doesn’t even register at all.

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  • They need to buff the perks in Attunement of Flame. Give it a bit of a neutral game, and add a little something for the Super. 1) Add an effect to Fated for the Flame where all your abilities ignite and weaken enemy defenses when they're damaged by them, and the flame streaks during Daybreak (Super) linger like Voidwall Grenade, and ignite/weaken enemies they damage. 2) Add an effect to Everlasting Fire where your Grenade and Melee recharge faster while enemies are ignited. 3) Add an effect to Phoenix Dive where, when using it during Daybreak, the explosion ignites the ground.

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  • Sadly the Warlock is pretty much a PVE only character. I remember when it used to be the most feared character there was in PVP. I have one but I typically neglect the poor -blam!-. If it wasn't useful for level climbing I'd probably delete it.

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    • It's the only dawn blade i use.

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      • Warlocks need a buff all round tbb

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        • They ruined BOTH Dawnblade trees. Supers have become non-factors with how wet noodle they are.

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        • It recharges as you get kills with it, it's been my go to super for PVE forever..... except it had to have been nerfed sometime lately because I cannot clear entire lost sectors while in super any more.

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        • Edited by BookGoblin: 1/25/2020 10:56:09 PM
          Attunement of Flame had the best roaming Warlock super because of the extra speed it had. Now if you want that speed you need to sacrifice your regular Glide ability and vice versa. It was a pointless change. The tracking swords, the duration extension and Phoenix Dive (both for damage and to descend instantly) are still good. The change has been done and now we turn our attention to the piss poor neutral game. It works but there isn't a purpose to it. So I propose a change: Flame should have the means to weaken enemies by Burning. Hit a boss with any ability, including Daybreak, to activate. Stacks up to three times. This wouldn't be a massive enemy debuff but instead increase your damage output on any target that is Burning. Obviously any and every target you hit with your ability would be affected. So mobs of enemies could be cut down even faster after being struck by grenades or melee.

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          • 2
            Once they nerf top-tree they’ll make bottom-tree viable again.

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            • i have an idea for phoenix dive option to change to phoenix lift or whatever it should be called hold b while airborne to boost in the air and regenerate a small bit of health. edits and suggestions welcome

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              • I'm on PC so I'm not sure how well some of this would translate to consoles, but as someone who played bottom tree Dawnblade almost exclusively for the first two years of Destiny 2 I do feel like the subclass kind of got shafted with the Solar tree changes. Not even really talking about the nerf to burst glide, but rather that I got excited when I heard they were doing a pass on Solar trees. So I got hyped at the possibility that bottom tree would see some much-needed neutral game additions. Honestly though, both top and bottom tree Dawnblade could use a few more positive tweaks in my opinion. Tried out top tree for the first four or so months of this season after the changes, and it was fun to a degree. However, it also highlighted the two big problems the two Dawnblade trees have. Namely that while top tree has a strong neutral game with a unique playstyle. It's super is completely lackluster. It's literally "just a roaming super" with the bonus of grazing hits sometimes doing little more than tickling things. In contrast bottom tree's neutral game is almost non-existant because most of its perks feed into the super. With the exception of the melee which does little more than scratch anything stronger than a red bar and has no synergy to speak of. In the end I tried experimenting with ways to make up for the areas where I felt the subclasses were lacking. Sunbracers were fun for top tree of course, and synergized well with the ranged melee. Throw momentum transfer and ashes to assets in and you can at least get a fast recharge to make up for the otherwise lackluster super. However, I've been trying out Wings of Sacred Dawn with bottom tree, and it honestly feels like I'm taking 80% of top tree's neutral game and giving it to bottom tree. I can shoot at things in the air at will, for as long as I want, as long as I can land hits, and I don't even have to consume a grenade to do so. All while maintaining the superior super of bottom tree. It really puts into perspective Bungie's comment on the change announcement that they felt the two trees were too similar. Because at this point, to me, they feel like they're actually two halves of the same subclass that have been unnecessarily split apart.

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                • I agree with what you've written, just not with [i]how[/i] you wrote it. [spoiler]... paragraphs...[/spoiler]

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