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postato inizialmente in: Stop With The Nerfs For PvE
Modificato da Sunburn Seastar: 9/27/2023 5:47:59 PM
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I do think PVP dictates and harms PVE because of the add constraints it adds; however, certain nerfs are necessary because they negate entire portions of the meta. This is because of the sheer difference in power these exotics, abilities, mods, and weapons carry. Previous examples of needed nerfs are: Divinity (probably didn’t do quite enough) and starfire Protocol (went down way too hard); both were exotics that had so much power and utility behind them that no team or build without them wasn’t comparable in terms of effectiveness. This caused them to negated a huge portion of exotics and abilities. It’s not fun and often unfair things get nerfed because you have to recalibrate after their loss. sometimes, being forced to learn new tactics and techniques as well as grind for new equipment and test new builds is often a lot and can be difficult when you are still learning and growing as a player but, by removing the monopoly these items and abilities have they encourage you to explore new builds and tactics that you might enjoy and excel at more than what you were using. Weavewalk wasn’t really all that nerfed because the passive add clear with arc soul and no time to explain were unintentional interactions. the goal of weave walk is to add survivability and defense in an unique way, not to be an invisible deity smiting all opponents subject to your wrath. P.S. I would not recommend staying or getting to attached to sunbracers and Well of radiance; they’re dominating the meta presently and are probably in Bungie’s line of sight for Final shape.
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  • For Sunbracers, yeah, I can see a nerf coming considering Song of Flame. As for the Weavewalk thing, part of the reason I don't like the nerf being also part pf PvE is because it can be a fun build to just run around like that and I haven't tried it, but you should be able to revive teammates while in it as well. The trade off is that you aren't in it for that long because of melee drain. It drains really quick and if you only have one melee charge, it barely lasts that long for you to even get 1-2 threadlings. The build with No Time or Osteo gave people a way to just mess around with threadlings a lot more at an additional trade off of only one fragment slot and it being THE ONLY aspect that didn't have 2 fragment slots.

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  • I understand that the flexibility to any aspect is important, it’s why dawnblade would be in a shattered state without well, because it’s so ridged. However, because of weavewalks tremendous defensive capabilities I suspect it was designed to be ridged because it could easily shutdown other build options. I think Bungie’s main goal right now is to see if Weavewalk can coexist in the meta or if it outcompetes it. I say that because there’s no other ability like it, it’s an experiment. I suspect if it’s usage tanks one of the first buffs you’ll get is to reviving teammates; but until Bungie has enough data for the niche it was designed for, it’ll stay constrained.

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