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원본 게시물 출처: Once again Warlocks get the shaft
9/6/2019 6:25:04 PM
6
[quote]You can EASILY get shot out of the sky using Nova Bomb. Now it'll be even easier! Oh hi there Blade Barrage; I see you didn't lose nearly as much damage resistance as you should of.[/quote] So you have a super that takes 2 secs to cast, homes in on the target, has a super large explosion radius, after the explosion there are more smaller nova explosions as well, and you're upset because you lost a little bif of damage resistance in the 2 seconds it takes to cast? Lol. You're missing the point that supers are meant to be risky - they are not meant to be a case of 'oh look, my super bar is full i'll get a bunch of kills and tank a shed load of damage while I do it.' [quote] Well of Radiance? This has got to be The Worse Super for PvP activities[/quote] I agree, but why does every super have to be designed for pvp? Destiny is a pve game with pvp tacked on. Don't use this super in pvp, simple.
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  • because every hunter and titan super is somewhat usable in pvp so why cant we warlocks get the same treatment.

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  • How many hunters do you see running bottom tree stalker? Or titans running maul? Some supers just arent pvp based and that goes across the board

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  • Yea but the problem is the supers that warlocks have that are not good in pvp are being downgraded even more

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  • So this is a different point than Well being kinda crappy for pvp but regardless, it's not just Locks, it's across the board. This is from the TWAB [quote]Reduced Super Damage Resistance Goal: Since the launch of Destiny 2 we have slowly introduced buffs to supers, especially roaming supers. While we believe supers should be powerful they should not be mindless. We want supers to be more risky in both PvE and PvP. We want players to think about positioning and timing more. Not so long ago we experimented with Spectral Blades by lowering the damage resistance substantially. These changes were generally well received and improved the experience of the super for both the person running it and the person who was running from it. In PvE players shouldn’t feel like their super makes them invulnerable and casting one should call for situational strategic thinking. In PvP players need to feel like they can challenge a super and that with skillful play there’s a chance they can beat it. Super Damage Resistance removed from masterwork armor Inherent Super Damage Resistance lowered by category (see below) Low- 54% → 49% Nova Warp Thunder Crash Blade Barrage Nova Bomb Well of Radiance Medium - 56% → 51% Hammer of Sol Daybreak High - 60% → 53% Fist of Havok Burning Maul Sentinel Shield Arc Staff Arc Lightning Shadowshot Other (unchanged) Spectral Blades - 52% / 54.4% Golden Gun - 0% Chaos Reach - 40%[/quote] Sure, there's Locks stuff in here, but there's stuff in there for every class too. This is a good thing. How many times have you been chased down in pvp by someone in a super and you shoot them in face multiple times and they still have 50% shield? This is a move to address that [b]on every class[/b]

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  • "You're missing the point that supers are meant to be risky" well, considering how every warlock super except for dawnblade BEFORE these are emplemented are already risky, i dont see how it can get any worse. plus if you die to nova bomb you are trash, as you can not only shoot it down but also just run away

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  • True, a lot of the time in order to even use either nova bomb you have to get close enough and you will most likely die by the other guys gun or your own NB.

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