Many of the class balance changes were great, but as always Bungie went and -blam!-ed something up too hard or for no reason.
The tripmine, throwing knife, and wombo nerfs seem unnecessary. Tripmines only killed if they stuck to someone (pretty rare) or if the person running across the big glowing line had somewhat low armor. Now pretty much everyone will survive and there will be little to no tradeoff to running low armor (doesn't Bungie promote tradeoffs and making decisions on what to sacrifice and gain?).
The burning throwing knives only killed very low armor guardians on precision hits, but again, -blam!- tradeoffs. Decreasing the aim assist or hitbox would have been a better nerf while simultaneously buffing damage (it's a burning knife to the head for crying out loud).
As for wombo, many others may not agree with my opinion but it didn't seem too broken. Nightstalkers already have the most underwhelming grenades in the game, and the "wombo combo" required one to sacrifice both a melee and grenade ability charge to execute the devastating combo.
Also, I feel like the firebolts were hit too hard. They got nerfed from three directions (time to connect, range, and ignite nerf).
This is coming from someone who has more time spent on hunter, but has all three classes and enjoys playing on all.
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Disagree with your thoghts on wombo. The smoke made it near impossible to engage a target, let alone get out if your anywhere near the center. It made gunfights very one sided in a somewhat unfair way. If any other class had that ability for a melee people would have complained even harder. To me the only thing that was needed was to allow jumping out, other than that the rest was probably unnecessary.
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The only time I have found wombo to be overwhelming and seemingly unfair is when you are surrounded by objects or cornered and literally can't escape. However, the vast majority of the time you can escape but you will be close to dead (which you should if they just wasted both a melee and grenade charge on you). The "wombo combo" already takes some skill to place it just right (you can't just throw them, ???, profit). The issue I see with it is that all of the nightstalker's grenades require the target to be stationary to do any real damage, and that is what smoke allowed for. The smoke would hold the enemy in place longer so the grenade could actually do something. Without smoke, the grenades are useless in PvP (but fine in PvE because AI opponents will just stand there and take it). If you nerf the smoke, you don't have good grenades to fall back on like many of the other classes have. And also keep in mind, the nightstalker is all about the neutral game (much like the sunsinger) and it has a poor super game (though now better with shadowshot buff). We will just have to wait and see if nerfing the neutral game (pretty heavily) and buffing the super game will keep nightstalkers competitive. This is also the reason I feel like sunsingers got hit way too hard. The firebolts were nerfed from 3 different sources and the melee was nerfed (so practically the entire neutral game is nerfed but the super game remains somewhat weak). Sorry for the essay lol. This is just my ultimately insignificant opinion.
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I definitely agree that wombo was too strong, and the change to jumping seems like a good fix. I'm just disappointed that Bungie always takes the route of tampering too much with things. I would like to see minor adjustments in the future, but Bungie's track record says they won't do that lol.
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Wait til you finish the third. Read the trilogy in a weekend. Just couldn't put them down. Sakey has become one of my favorite authors but the new Joe Hill book has got me like crazy. Between that and destiny and work I have no time to sleep