[quote]20% down to 2.5% is too much to do all at once. This will most likely kill the exotic. Other exotics do [what you’re trying to make it do] better. I agree it needed to be tuned down. But why go this hard and not try 5% - 10% and then adjust again later? Why is this always the pattern? Why overkill something that’s been around for “too long” and people are enjoying so people won’t use it at all and not just reduce the effectiveness? I agree with the nerf. I disagree with the magnitude for the first change to the exotic. I’ve used this thing enough to know it won’t be relevant anymore after this. There’s not really anything that can justify using it over other items now.
My hope is that once you see the exotic get barely any use, you’ll go back and adjust the percentage back up a little. Unfortunately I don’t think this will happen and it’ll be left in the exotic graveyard.
On a lighter note, the rest of the buffs look great. Really looking forward to PCCB and Second Chance.[/quote]
20% on empowered weapon kills. You can also stack the 2.5% per hit with grenade mods. You will still be able to spam grenades and rifts.
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You’re not going to use the exotic for something that isn’t damage. There are better options. Sunbracers, necrotic grips, contraverse hold, verity’s brow. The exotic needs to be relevant for damage otherwise we just default to Lunafaction and boots of the assembler again. 2 seconds per grenade is too much, sure. But 7 or 8 seconds per grenade is something they should have at least allowed for a season of testing then adjusted again if it was still too much.
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[quote]You’re not going to use the exotic for something that isn’t damage. There are better options. Sunbracers, necrotic grips, contraverse hold, verity’s brow. The exotic needs to be relevant for damage otherwise we just default to Lunafaction and boots of the assembler again. 2 seconds per grenade is too much, sure. But 7 or 8 seconds per grenade is something they should have at least allowed for a season of testing then adjusted again if it was still too much.[/quote] It’s one of the best GM exotics in the game and that really isn’t changing. Boss damage was never it’s only strength. And you’ll be able to easily get a grenade in under 10 seconds and your rift will be back just as fast as it is now.
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Idk how you’re getting under 10 seconds… there’s a 0.4 sec cooldown so max you’ll get is 16 seconds. If you use a kickstart then you can’t use surges and if you do max discipline this may get down to about 11 or 12 seconds.
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Edited by Bore: 5/11/2023 4:40:20 PM[quote]Idk how you’re getting under 10 seconds… there’s a 0.4 sec cooldown so max you’ll get is 16 seconds. If you use a kickstart then you can’t use surges and if you do max discipline this may get down to about 11 or 12 seconds.[/quote] Every empowered kills gives 20%. Surges are on boots, kickstarts are on gauntlets, bomber is on class items and demolition is on your weapons.
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Edited by THE K1LL1ONA1RE: 5/11/2023 4:39:59 PMYes, stand still in an emp rift in endgame content and see how long you live lol remember that you can’t throw grenades every 2 seconds for cure on grenade kills. Kickstarts consume all stacks of armor charge and therefore remove your surges.
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Edited by Bore: 5/11/2023 4:45:23 PM[quote]Yes, stand still in an emp rift in endgame content and see how long you live lol remember that you can’t throw grenades every 2 seconds for cure on grenade kills. Kickstarts consume all stacks of armor charge and therefore remove your surges.[/quote] It isn’t even remotely an issue now and that’s not changing after the update… And yes, you can continue spamming heals with grenade kills. Again, 20% on an empowered weapon kill, 2.5% on hit and a variety of perks and mods to return grenade energy. Grenade kills can (once fixed) make orbs, giving you armor charge. Having your surges active won’t be an issue. Again, the exotic will remain one of the best in the game for endgame content like GMs. The nerf only really impacts its single target boss dps, which was the point of the nerf.
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It doesn’t beat necrotic grips or Sunbracers for add clear, even in GMs or raids. It shouldn’t be another add clear build (that includes major DPS). Warlocks need more damage exotics that aren’t support.
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Edited by Bore: 5/11/2023 4:50:02 PM[quote]It doesn’t beat necrotic grips or Sunbracers for add clear, even in GMs or raids. It shouldn’t be another add clear build (that includes major DPS). Warlocks need more damage exotics that aren’t support.[/quote] It does though, especially in higher level content when melee kills are harder to get and the burn from necrotic struggles to kill enemies. Your fusion nades do a sizable amount of damage to enemies in endgame. It’s quite good in GMs and that isn’t changing. Star fire doesn’t do everything now and isn’t the objective best exotic in the game. Kinda the pint of the nerf.
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You’re not killing stuff with grips? How? I’m using it in GMs and master raids and it’s good. Idk how you’re struggling there. And then for Sunbracers, if you build the subclass right, you just have to scorch something with the snap then heat rises + Phoenix dive will ignite and give Resto x2.
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[quote]You’re not killing stuff with grips? How? I’m using it in GMs and master raids and it’s good. Idk how you’re struggling there. And then for Sunbracers, if you build the subclass right, you just have to scorch something with the snap then heat rises + Phoenix dive will ignite and give Resto x2.[/quote] They’re viable, but not anymore viable than starfire and spamming fusion nades and supers. You have options, which is a good thing.