In a game with such powerful roaming supers, with such effective shut down supers like Blade Barrage or Thundercrash, it makes no sense to keep Tether so week. It's not doing what's supposed to do.
- The animation takes too long, most of the time you can't get back to the ground without being killed.
- It's not quick enough to activate. The number of times a roaming super kills you when it should have been suppressed by the Tether already is too much. Titans, even on console, skate away from it like it's nothing even if we point it really close to them. Spectral Blades, Nova Warp, Sentinel, Arcstrider, they just kill you anyway if they have the momentum, because their lunges are just too big to such a slow responsiveness of your Tether.
Tether shouldn't be a way to ruin your good streaks, it should help you keeping them, and that's just how i feel using it. I'm doing just fine until i use my super and end up dying. A spectral is like 20/25m from me, i use it front of him and when that thing finally activates he already killed me. This type of thing is just the norm, not an exception.
I'm not even asking for 1 hit capability again, i'm just asking for consistency and efficiency at what it does already. If i choose to not use a roaming super, at least i should feel confident to protect myself against roaming supers, like i do with BB or Thundercrash. Tether does not give me that confidence at all.
Thank you for reading.
English
#destiny2
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Initial impact should cause a huge suppression grenade style pulse dealing 100ish pvp damage, stopping all them pesky abilities before waiting the century tether takes to touch you in your lit up no no square. That alone would be great. Tether damage PLUS the pulse would 1 shot peeps and make tether far better at being a suppressive crowd controll than the liability it is now. In pve itd be like a mini baby nova bomb. [spoiler]Are you proud warlock? That 'splosion was bigger than before. Wipes tear off cheek. "So proud little dude, so proud."[/spoiler]
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작성자: GrimTactics 2/5/2019 7:52:08 AMTether should work like the Scorn crap that pulls you towards it. That would make the single shot tether so much better if they won’t let it kill on a direct hit. Shoot tether and people that are in it get pulled towards the center point
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I'd support most of this... And, I think maybe some adjustments along the following lines. Mix/match how you like... 1. Make activation faster. 2. Make the initial location hidden to opponents until it activates. Could use it as a trap. Maybe this version could have a much longer duration until someone triggers it. That way you can use it as a "trap". 3. Make the tether perhaps drain your ability energy (take a page from Oryx) IF you tether someone who has a "full" super bar but hasn't activated it yet. (Drain off a max of 25%). 4. Make the tether take a lot more damage to break. 5. In PvP, increase the amount of energy you get back while using Orpheus Rig. When running Tether, the idea is to have it up more often... IMHO, enabling it to be up even more often would enable you to do your job to shutdown supers better. Anyway... it does need buffs/changes.
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2 답변Shouldn't be forced into one skill tree to get one of those perks. Loss of build variability vs D1. Seems like top tree is for pvp and bottom is for pve...don't get why.
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2 답변작성자: FrenetiCreature 2/4/2019 7:57:48 AM1. [u]Animation need to be quicker[/u]. (Activating your super shouldn't be the reason you're dying.) 2. [u]Ensnarement needs to happen quicker[/u]. (It's meant to suppress supers. 9/10 times, they've gotten past it, have already killed you, or Titan smashed the tether into oblivion before it even activates.) 3. [u]It should one-shot a guardian that's not in super[/u]. (I mean, you only get one anyway. How OP can that really be?) 4. [u]Kills should produce orbs[/u]. (A set limit for large groups would be fine, to keep things from getting out of hand) 5. [u]Anyone that gets killed while ensnared should count as a 'Super Kill', to progress 'Super Kill Quests'[/u]. (Why isn't this a thing to begin with? They died due to your super... It's a super death.)
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2 답변Tether is a detriment. It is incredible spotty on activation. It can be destroyed too easily by supers (hammers, NW, etc) before activating. It's too easy to walk out of by just taking a step or two or just having momentum carry opponents out. There's no damage resistance casting it, while other supers have DR on cast and during use. It can't kill even an already damaged opponent. I'd love to see it get DR on cast. I think the Tether itself should rubber band enemies like the Scorn tether. I would love for it to get a flash-bang on detonation and better suppression (even Titan grenades suppress better), and they need to hit hard enough to kill on a direct hit (which should also be instant suppression).
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5 답변It’s a pve super sadly. I wish it was like D1 again but I doubt it’ll happen. We have BB anyways for super shutdown
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3 답변Here's the thing: I think the quickness-of-activation problem comes down to an issue of latency, which could be impossible to resolve. E.g., if a hammer titan is grabbed by my tether, but the player has already pressed a button to throw another hammer, then that hammer will fly because the button press on his end registered before the tether grab is perceived on my end. Here's a solution: Give the tether user some fvcking armor! If Blade Barrage gets damage resistance during cast, why shouldn't tether? It's ridiculous, and this would be a really easy boost they could give it, without having to try to finagle the latency issue created by activation time.
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4 답변It's fine so you want it to instantly grab us so you can just kill us while we are trapped. You need you use it the right way shoot your super from a distance then make your move if you can do that then switch supers
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3 답변작성자: ReVenant 2/4/2019 6:10:49 PMI just think that Tether should have these 3 Things Changed/Buffed: (Regarding Top Tree Nightstalker in PvP) 1.) Reduce Cast/Animation time by around 0.25 seconds. 2.) Tether should be able to "One-Hit-Kill" on successful hit of enemy player (Non-super). 3.) Tether should "suppress on hit", and suppression should activate faster after cast. [b]On #3 -[/b] there is currently a delay on the actual activation of the suppression effect. I haven't tested it, but it feels to be around a 0.50 second delay between the time the Tether hits the ground, to the time it casts it's suppression effect. This delay should be no more than 0.25 seconds itself. I would say, [b]it's delay should be between 0.10 - 0.20 seconds[/b] at most. Let's not forget that it's a Super that doesn't "secure" you a kill. All it does is suppress, you still must follow up with your weapons in order to get a kill. No other super operates in that fashion. As such, it really should cast and activate much faster than it currently does. Change these 3 things, and Tether will be fixed.
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1 답변In PvP, most of the time I tether someone who popped a super, the suppress effect takes way too long to happen and I end up dying while doing so.
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작성자: Hydrilus 2/4/2019 8:13:12 PMSomething I think could make Tether fun in PvP: - the trap can activate immediately after being shot as if flies through the air if an enemy is within the normal proximity to it, BUT, it continues flying towards and landing wherever you aimed it. If an enemy isn't nearby, then it behaves like normal. For example: I round a corner to a long hallway and there are 3 enemies in front of me, one at close-mid range, one at mid range, and another at long range - I can launch my tether to the end of the hallway, and as long as it's not too high, it will affect all the enemies in the hallway as it flies over them. Now, I don't mean it'll keep them all tethered, only the enemy at long range will actually get tethered if the trap lands near them, but as the arrow flies passed the first 2 enemies, it will give them a brief slowdown/suppression and that "yank/spin your head around" effect. It would essentially be as if you briefly walked into and then immediately out of a tether. This will give Tether a whole lot more PvP utility than it currently has. Additionally, as has been stated so many times already, if you get a direct hit, it should be an instant death for non-supers.
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I hate that it’s not a one-hit kill like in D1. It should one shot or at least start the tether process when it get within a certain proximity of the target. Otherwise you just end up getting killed by whenever super the other is in or you still get shot by the time the animation kicks in.
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8 답변작성자: Forest 2/3/2019 11:08:58 PMAre you f*cking serious ?!?!?!?! Hunter: Nightstalker Moebius Quiver Tethered targets now have the full damage increase, rather than needing to be tethered by multiple Shadowshots Additionally, the Shadowshot damage bonus to tethered targets was increased Increased Moebius Quiver tether radius by 20% Increased Moebius Quiver tether lifetime Made it easier to fire successive Shadowshots THIS IS FROM THE JANUARY 29 PATCH !!!!!! THE PATCH THAT LITERALLY HAPPENED A WEEK AGO !!!!! It buffed your tether literally with what you are crying for AND YOU STILL ARE CRYING FOR MORE ?!?!?! It is stupid ass post like this why Hunters have the bad rep of being the f*cking cry babies that your super just got buffed NOT EVEN A WEEK AGO with what you want AND YOU STILL WANT MORE BUFFS !!! Get the f*ck outta here you are just a terrible hunter.
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5 답변Had a wraith blade Hunter, in it's super, get caught in my tether. His super didn't go away, and he did his little Dodge maneuver and broke free and still killed me with his super.