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Destiny 2

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Modificato da ULiano_III: 9/26/2023 5:56:35 PM
22

Weavewalk Threadlings cast Damage Nerf.. c'mon.

Rip PvE usage. Because Going into Weavewalk, creating Threadlings and casting rift to put out 8 Threadlings and create chaos in PVE... was ruined due to PvP. So now, you must come out of Weave walk, and wait 3 seconds in a locker animation to do the same thing. Why can't they just make that Change for PvP only... To clarify, When your in WW and cast to create the 8 Threadlings.. those are normal damage "Until you re enter WW" which would.then reduce them. So it now forces you to Not enter WW at all if Any Threadlings are out roaming. So no more, 8+3 Threadlings sent out to then enter WW and get more.. you now must wait for the full damage out put.
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  • Strand is dumb AF.

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    • That's just dumb

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      • Modificato da Bore: 9/27/2023 5:34:52 PM
        [quote]Rip PvE usage. Because Going into Weavewalk, creating Threadlings and casting rift to put out 8 Threadlings and create chaos in PVE... was ruined due to PvP. So now, you must come out of Weave walk, and wait 3 seconds in a locker animation to do the same thing. Why can't they just make that Change for PvP only... To clarify, When your in WW and cast to create the 8 Threadlings.. those are normal damage "Until you re enter WW" which would.then reduce them. So it now forces you to Not enter WW at all if Any Threadlings are out roaming. So no more, 8+3 Threadlings sent out to then enter WW and get more.. you now must wait for the full damage out put.[/quote] It’s a minor nerf for pve and makes sense considering that the ability makes you essentially immortal in pve. Being able to attack while in the state was not intended, but rather than remove it, it’s just getting a little less powerful. Overall it remains one of the strongest abilities in the game. The only change they didn’t do that they should have is adding a second fragment slot.

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      • Just another reason to stay away from darkness subs. Ever since they were added, they've been getting nerfed into the ground. Stasis? Garbage. Strand? More and more mediocre with every nerf.

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        • Use it for the intended purpose and there’s no real change. It’s a get out of jail (almost) free card, not some DPS option.

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          • It's just threading damage reduction while in Weavewalk. Deploying your rift to drop all perched threadlings remains the same

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            • 2
              Sunburn Seastar
              Sunburn Seastar

              Worried 4 the D2 team… - vecchio

              I think it only nerfs threadlings while in weavewalk, it says nothing about those deployed using weavers call because they were released while out of weavewalk

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            • Why did they even nerf the damage? Was burning all your melee charges to create like, 12 threadlings with a silly incandescent or poison gun that broken? So what if someone wants to be a little silly and build into it with the silly scorch helmet?

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            • Yep, already stopped using it after seeing how much its damage was reduced. Tested it out in a Strike where regular Threadlings were doing about 17,000 damage to a miniboss, while the ones deployed during Weavewalk were doing about 8800. F[i]u[/i]ck that. Nope, not worth it.

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              • Maybe because they designed this ability to be a surviving tool when you are in danger or in a tough situation. Just like invis for hunters, you cant attack while being invisible. But in exchange you are surviving. Besides....you dont even need the wavewalk to spam strand and survive in pve. And if you were doing that in gm i doubt it was tve most effective at add clearing considering the threaslings dmg output in there

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                • Modificato da mannequin: 9/26/2023 9:34:33 PM
                  At this point they should make weavewalk a blink ability that unravels tartgets in its path, similar to how astrocyte weakens foes, it would be worth running with 1 fragment.

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                  • Welcome to warlocks existing in destiny. If it ain't a titan, it gets put in the ground. Just look at banner lol

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                  • not really a problem since weavewalk use is not for the thredlings

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                  • And yet still remains a one fragment slot Aspect. Honestly this ability was pretty mid to begin with now they slap it with a solid 50% damage nerf to threading's when you go into it... Sad. They did the same thing with the wanderer aspect putting a 50% damage reduction onto your tangles when using this aspect. (though this got fixed) It's just shi*ty they put such huge nerfs down onto Warlocks.

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                  • I don't even play anything else except Hunter yet the warlock nerf still made me angry, you warlocks REALLY don't get any love and I'm starting to feel genuine guilt about it

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                    • Let me get this straight, this was nerfed to not spam a lot of full power threadlings while in weavewalk!? Can't have classes spamming abilities huh (like bonk Titan). But seriously, how can they nerf this while the new titan stand aspect hasn’t been touched?

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                      • not unexpected honestly, when was the last time they left something untouched for warlocks for the sake of pvp and people ask me why i hate pvp, i hate it because everything for warlock got nerfed to oblivion for its sake and that pisses me off

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                        • They clearly don't want you using the ability so just don't, eat the grenade and cast those same threadlings at real damage numbers just can't even be assed to bother with new abilities for warlocks because they get canned immediately thus why we are getting Sunbracers as the new super.. a real super would require balancing which doesn't existing for one class

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                        • Honestly, with how they like to "balance" Warlock to keep it neutral, I'm amazed the Osteo/Necrotic combo hasn't been nerfed yet. It's only saving grace is that PVP doesn't really give you a lot of opportunities to poison multiple targets at once and poison is nerfed already in PVP.

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                        • [quote]was ruined due to PvP[/quote] That is their favourite part and the core of their intentions on most "balance"-changes

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                        • Yes because there’s no possible use case for a massive damage reduction while still remaining mobile in PvE.

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                        • Ye I quit this game at the right time

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