let me lay down pros and cons of warlocks
pros
-fireborn
-stormstrance+transcendence+ionic blink
-ranged melee
-exotics
-neutral game
-blink
cons
-stormstrance with out transcendence is terrible ionic blink drains super very fast and ionic blink is very much so needed to traverse the maps and it's really the best defensive move they have
-worst jump
-many terrible grenades ie: storm, arcbolt, pulse, vortex w/ out vortex mastery, scatter w/ out manacles
-very situational exotics ie: apotheosis veil, SoDA, HoPF, impossible machines, purifier robes, the stag, obsidian mind
-slowest class (besides voidwalker)
-a lost of warlock abilities can kill the user ie: scatter, bloom, nova bom, axion bolt, storm grenade, fuison, solar flare
-supers are very slow nova bomb moves very slow and animation is quite lenghty, radiance only gives armor buff and cool down reduction (HoPF gives bonus agility) storm trance w/ out ionic blink travels very slow
-very weak over shield that makes up for the fact it's on hit and isn't really life or death in pvp just gives some breathing room to regenerate health
-the support class only has one real support super node SoF you can argue fireborn is too you can selflessly sacrifice your self for someone and come back to make orbs for team or take on more suicidal task
and yes i am a warlock main
English
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Storm grenades are not weak but otherwise I agree. You catch someone off guard after a kill or they run behind a corner. You can get them to no health in an instant. Otherwise, I will explain this again. Warlock's are meant to be the most flexible class. I.e. We have a lot of different builds. Voidwalkers are probably the most balanced (in reference to between abilities, neutral game, and super. Not actual performance against others). Voidwalkers can be built around area denial, raw damage, seeking damage, area coverage, etc etc. You can go many different directions with this class and all can work reasonably well. Sunsingers are heavily based around abilities and neutral game, considering an actually very weak super. The super itself deals no damage, it enhances neutral game to super level. That's why we have powerful grenades and melee abilities. It tries to encourage their use as often as possible. They are meant to be multi tasking tools. I do admit that Viking Firebolts are annoying as hell, but flame shield and otherwise are quite alright. It's one of the best melee in the game for a reason. And Claws are the only feasible way we dare take on another super. Unless we chuck half a dozen fusions. Firebolts don't do much in that situation. Stormcallers are super and ability based. Meaning we have a strikingly weak neutral game. The grenades aren't very good. Yes even storm but what I said above is still true. Instant activation would make that thing amazing. Otherwise it's not. Off the point. The melee is on par with blink strike unless we amp up its range with another ability. It's actually quite weak of a melee, considering we don't get health regen for a kill OR an oversheild. Abilities are kinda weak as well. Arc web is cool as well as perpetual charge. Just... Not powerful. The only great ability we do have is transcendence. Which also comes with a cost. Full melee and grenade. Pulsewave and whatever the hell the other one is are useless. This is a super based class. We have a powerful super to compensate for our weak neutral game. The only thing that would make it frustrating is a broken spawn system where I spawn 10 feet from the Stormcaller that killed me. Same with Hammers, Bladedancer, Sunsinger, or Gunslinger.
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storm grenades take too long to actually start damage, very loud, very small radius, and will not kill if someone stands it the radius and suffers all damage. that why i dislike it and makes it the worst name imo