Now let me preface this by saying I’m primarily a pve player, into speedrunning, low man’s and hardcore pve content. I also dabble in pvp so I have a complete view of the strength and usage of icarus.
PvP: Now the general consensus is icarus is strong and is anomalous in its movement capabilities, at least relative to other classes. The strength of icarus comes from its ability to close caps, evade and generally be slippery [b]when used correctly[/b]. However I personally have never found it oppressive on either end of its use and there is most definitely a skill gap in using it efficiently. I can see why some think it’s broken however
PvE: this is where the nerf really makes no sense. TTD and icarus in general sees little impactful play in pve outside of speedrunning, where it is an essential to going fast, much like worldline once was. Bungie has shown they can balance separately, which begs the question of why not here? Especially considering this is only a pvp problem (if it is a problem at all but I digress). I really can’t fathom why these changes aren’t separate. What other reason could there be besides a middle finger to speedrunners, again similar to worldline.
So let’s look at Bungie’s ‘solution’- “Now provides one air dodge every 4 seconds”. Why is this the worst possible solution? The strength of icarus (at least in pve terms) comes from its ability to help retain and gain momentum, especially in the second dash. This is neutered completely here. I would much prefer 2 dashes every 8 seconds to this.
This is an ok solution for pvp I guess- targets some of the main problems people had but again I feel is unnecessary.
I think I speak for everyone in the speedrunning community when I ask why the lack of separation? There’s no reason not to, or at least none I and many others can see. I still disagree with the nerf in pvp but it’s a lot more acceptable than in pve
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