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8/15/2019 8:40:36 AM
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I read right up until you said in Point #2 that D1 raids forced movement and Well wouldn't have worked in King's Fall or Wrath of the Machine. All of those raids had "stand here, DPS boss" spots. Vault of Glass: Middle Platform Crota's End: Just outside the room to the right (or left depending on your team) King's Fall: In the middle between the two raised platforms Wrath of the Machine: Right next to Aksis or wherever your snipers decided to meet up. (Swords were the best means of DPS if you could get close to him fast enough, otherwise snipers were the second best option.) ------------------------------------------------------------------------- King's Fall especially would've been completely broken with Well of Radiance. Touch of Malice was the best DPS weapon to stop Oryx's wipe mechanic. Bungie had to nerf Blessings of Light to be taken away completely by ToM's first bonus-damage shot because it was a way for players to circumvent the damage to their health. Now, imagine a super whose sole purpose is to constantly regen your health and give you an overshield, as well as a damage bonus. Well of Radiance would've made that encounter far easier than even Ward of Dawn did.
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  • As an Avid D1 raider I disagree. In vault they gave you a damage buff with the relic anyway, so even with regular weapons a good team could kill atheon in 1 rotation. Plus to get to middle platform you have to go through the teleportation phase which well wouldn't help with. In croata big damage just makes him kneel. Well would help with that, but if you have a bad sword bearer you're all gonna die. So well would help with an existing mechanic, but it wouldn't make the fight any easier. For kings fall I don't know if you're referring to daughters, or oryx, but it doesn't really matter because again there are mechanics well wouldn't help with. In daughters you still need a good runner, and to go through the mechanics to make them vulnerable. If you can't do that you won't get a chance to burn them. For oryx well wouldn't help with knights, the darkness balls, or getting teleported. It would help with staggering oryx, but a good team could do that with primaries. If everybody had heavy or special staggering oryx was trivial. Aksis in wrath was a super complicated fight. You had to get through knights, bombs, and coordinate his teleporting. Yeah maybe you could burn him a little easier when he's vulnerable, but a bad team would never even make it to that. My point is that for a good team a damage buff just makes things go faster. If your team was bad you'd never even get to the damage phases. And as good PvE players prove over and over again we'll find the best way to do stuff. Nerfing is a never ending cycle of whack a mole that doesn't work. At best it slows people down for a few days or weeks until they find a new strategy. At worst it makes the players hate the Devs.

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  • Quick point on your Oryx example - the ToM Blessings nerf was to stop people burning the Ogres with ToM. You could still use it on Oryx because when he was winding up the teamwipe mechanic you'd be stood inside that invincibility bubble which the relic runner had grabbed from the Knight.

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