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원본 게시물 출처: There is a class imbalance
작성자: Dinorush 4/26/2016 12:06:08 PM
18
My thoughts? Let me get this straight first. Hit detection. I don't know what you did to it when the taken king was launched bungie, because it was fine year 1. Please fix this as fast as possible, and people, please know that bugs as big as hit detection are not easy to fix. You don't know what is broken, where the bug is exactly located or how to fix it. It may be one line of code or multiple errors. You just don't know. [quote]First off: Buff all super damage in pve by at least 100%, preferably 200% to 400%. By simply buffing super damage. This is so simple. Make all minions of the darkness take (x) more damage. Same thing happened to shotguns.[/quote] This is fine. Somethings wrong when it's better to snipe a boss than use a ranged super, like GG, Nova, or Hammers. [quote]Gunslinger: Increase GG damage in pve by earlier stated damage % remove circle of life perk, or buff it greatly. [i]my suggestion: make it either "[u]when in golden gun, throwing knife hits score increased time"[/u][/i]. Or, as earlier said, just completely remove this perk. Increase GG time by ~2-3 seconds, remove the time decrease when using symbiotic helmet thingy Allow all knife headshots to proc a default bleeding effect, the burning knife perk is slightly reduced to compensate Make keyhole default, replace with a new perk. Allow for precision damage when using golden gun.[/quote] I agree with circle of life. Easily the worst perk ever made. It never comes into use, PvE or PvP. The increase to GG time seems unnecessary, you enough time to empty your clip in 6v6 or wipe a team in 3v3. For symbiote, I think that instead of a reduced timer, you have a normal timer on the first 3 rounds, but it drains your super faster on your 4th round. I don't really think the bleeding effect is necessary. Maybe make throwing knife headshots disorient minions of the darkness for a short time as default. I don't think keyhole should be default, but buff keyhole so that it has infinite and ensured pierce, if it doesn't already. Precision damage would be fine. Deadeye also needs a buff. Maybe deadeye enables precision damage, and/or it increases GG time on precision kill. [quote]My suggestions for Bd: Increase arc bolt grenade damage Increase time gained from encore Increase invisibility time by 2-3 seconds for each invisibility ability.[/quote] Edit: thought arc bolt was flux... Arcbolt doesn't need a damage buff but needs a range and activation time buff. Flux defintely needs a buff. What use is a sticky that doesn't kill when you stick someone? (Well, high armor someones, but still) Encore needs a buff, so that's fine. Invisibilty buff seems unnecessary, with BD having shadowjack. Showstopper needs to be buffed or removed. It is easily the worst perk for blade dance. It takes 2-3x as much time than swinging your blade, has as much range as your swing, and does as much damage. It needs increased radius, damage and speed of use, or change the perk entirely. Razor's Edge could use a slight buff to speed and size. [quote]Nightstalker: Decrease the time it takes to tether targets Increase time while using quiver Make predator deal a slight bit of damage when it traps.[/quote] Decreased tether activation delay and increased time with quiver is okay, as long as quiver gets a small buff like 1-2 sec. Tether already does a slight amount of damage when tethering targets. Instead predator should have (while unactivated), decreased sound, decreased pulse frequency, and decreased pulse opacity. Also, predator should do something like make you invis while inside an unactivated tether's radius. [quote]Sunbreaker: Buff back the HoS blast radius, and remove all but the armor and regen cooldown nerfs. Reduce the amount of energy needed to suncharge Fix suncharge hit detection[/quote] HoS does not need its super back like it was. That was ridiculous. I've used it in crucible (probably my most used titan subclass in year 2, and I didn't use my titan pre nerf) and it works fine for me. Personally, for neutral game I run fusions, stoke the forge, fleetfire and cauterize. Basically, I use melee and fusions to restore my health. Fleetfire also increases weapon handling speed if you didn't know, on top of reload speed and agility. On my super I run suncharge and use it as a super destroyer. Even when I don't it can still kill people when I hit them. It's basically a longer lasting GG with travel time, arc, and more shots. It could, however, use a small buff to the explosion to reduce the amount of blank hammers that sometimes occur, and a small buff to tracking. The other changes read are fine. [quote]Strikers: Increase the amount of charge gained when using amplify Increase the time flash bags last, or make them last longer with the perk that increases aftershock timings.[/quote] I think that strikers are fine in PvP. The amplify buff and flash bang buffs are fine, but don't leave out Mr. Pulse! He desperately needs a buff! Be it size or damage, it needs a buff. [quote]Defender: Increase grenade and melee recharge speed while in WoD Allow force-barrier to stack with blessings of light Cause any enemy inside your bubble to take 210 void damage when WoD is first activated. This is simply an area clear, so that you dont place down and get killed instantly, since there were 3 shotgunners next to you[/quote] Increased cooldowns is a nice idea. I thought force barrier stacks, flame shield does. If it doesn't already, make it stack. I don't think it should deal 210 damage to people nearby, nor should you be popping it right next to enemies. It is not a killing super. IMO it should suppress enemies in the radius when WoD is first activated, if anything at all.
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  • I would have to disagree all hammer of sol needed was an armor reduction and cauterize nerf but instead of 3 sec I'd make it 2.5 sec. All those other nerfs were unnecessary especially since sunbreakers were built around their super. I would also allow sunspots to work like blessing of light where you can walk in and out of them and have a shield but only for 5 sec. Suncharge could use an exotic that is like mask of the third man which would extend the duration of suncharge. Even though our melee DoT damage was nerfed it did help the neutral game having those ticks. Come to think of it how were they able to nerf the burning DoT damage on thermal vent but couldn't do it for firebolts just curious.

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  • Sunbreakers aren't really built on their super, more like their abilities overall. You can make some builds that make great use of the melee and grenade, though I certainly think it could get some passive perks for when you have no abilities. The explosions back then were reeaally big tho. Like, in the range that you would be hit by firefly, you would get one-shot. And the hammers had good tracking and were slightly faster. The nerf just made it so you have to aim with your hammers and also made suncharge a viable choice.

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  • I still say it's built around it's super. The melee even though it's good if you connect the melee range is still terrible. The only other ability that is good that does revolves around the super is simmering flames which is good with armamentarium. Now even though I can accurately throw the hammers those nerfs like hammer travel speed and tracking was not needed. It didn't make the class op and the tracking is no easier than golden gun.

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  • I disagree. The Defender Titans are the only ones who CANNOT get a kill with their super. It makes no sense why the bubble leaves enemies unscathed as it expands. I would use it much more often it I could kill with it, or even just hurt enemies.

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  • Bubble is supposed to be support. It's strength is in helping teammates or locking down a spot in rumble/control.

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  • Some support. I get way more kills by being near a Nightsalker who tethered, rather than a stationary bubble which only prolongs the punishment the Titan is about to receive. If a player is using Defender Titan in Rumble, they are doing it wrong. No one smart enough is gonna go near the bubble, and the buffs do not make it worthwhile to use over Fist of Shoulder Charge or Hammer of Salt I don't get killed by Defenders using their supers, I get killed by their sticky Magnetic grenades. That's it. The only time I ever see Defenders being useful is in the Raids or a tough Nightfall. Otherwise most just run Striker or Sunbreaker for good reasons. Maybe if the Ward of Dawn could be thrown or was invincible like the Bubble Shield in Halo 3, I wouldn't feel as though it was pointless.

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  • The buffs are amazing, one shot body shot snipes. A very good defender can also shut down supers easily with suppressor nade and a skating defender with no backup plans and a shotty is very deadly. The only reason you get killed by magnetics is because the defender is all about buffing and support, the only part of the subclass that can really kill in one go is the magnetic nade. I'm not the best defender so I can't say exactly the best things about it and how to use it properly, but there are people out there who can.

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  • Weapons of Light is the only buff used, as the shield given and the damage resistance are both ignored. If I stay near a bubble with a sniper inside, it is my own fault for not running away from the easiest super to flee from. Locking players out of a zone only really helps with Control/Zone Control, as any other game mode allows the players to move freely with no static objective. I will admit Suppressor grenades can help, but they won't stop good players from just using a gun. As for No Backup Plans, I don't remember the last time I saw someone using them. My main point is, would it really be so bad for the Ward of Dawn to either hurt or kill enemies inside of it? It doesn't even have that big of a radius.

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  • 작성자: Dinorush 4/26/2016 4:56:52 PM
    Well, you saw how the players reacted to landfall. [quote]It's a fist of havoc, bungie nerf it[/quote] Honestly I'm pretty sure if it did damage at all it would not one-shot.

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  • Landfall was in addition to a super capable of killing. Ward of Dawn has 0 killing capabilities, which means Titans have a much harder time completing bounties related to Void kills.

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  • 작성자: Dinorush 4/26/2016 5:03:56 PM
    Yeah, I wish bungie did something for the titans so that they could get more void kills. A no backup plans titan could definitely wipe 3-4 people easily if he popped an armor of light bubble above them, especially on a cap point. Personally I think small changes are better, so giving bubble and instant kill on pop seems a bit of a sudden change, and since patches don't come out often, a change like that could cause a lot of hate. But, who knows? Nobody can tell the future.

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  • Even if it didn't kill outright, just damaging them or pushing them out of the bubble violently would be way better than activating it and then getting shotgunned in the face.

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  • That'd be a good idea actually. It pushes and suppresses them.

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  • Hmmm, what if the bubble pushed opponents out of the bubble upon activation, AND did constant but weak damage while opponents are inside? This would of course reduce the chances of success when I push Titans out of their own bubbles, but it would also make the bubble more effective, possibly even allowing PVE kills. I don't know, I just want the Ward of Dawn to be as cool as the other supers. Right now I never use my Defender, like ever. Then again I never really play my Titan all that much either so....

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  • It could do dot similar to electrostatic mind whilst enemies are in the bubble. Maybe put it on one of the perks or default

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  • I like this idea

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  • I like your suppression idea. It fits the subclass better

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  • I think so too. Makes you more of a wall against supers.

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