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Edited by Mythic, Harbinger of Light: 11/16/2019 10:51:59 PM
54

Bungie please BUFF Thundercrash & FIX Nova Warp in Season of Dawn

This post is focused entirely on PvE. If you think any of these suggestions may create an issue in the Crucible, please leave a comment about a possible scenario instead of instantly downvoting the post. This is a discussion not a battlefield, please be civil. Thundercrash: [spoiler] Thundercrash has some amazing potential but lacks synergy. In order for Thundercrash to be worth using over any other Super, you have to wear “An Insurmountable Skullfort.” “An Insurmountable Skullfort” (Exotic Helmet) Transfusion Matrix - Kills with Arc melee abilities trigger health regeneration and restore melee energy. Code of the Missile Skill Tree: Thundercrash - Alternate Super Ballistic Slam - Melee ability Impact Conversion - Trait 1: gain super energy from hitting enemies with ballistic slam. Inertia Override - Trait 2: picking up ammo during a slide reloads your equipped weapon and increases weapon damage for a short time. Everyone wants Thundercrash to deal more Super damage, but no one will admit Impact Conversion would cause an issue as a result. That’s why this Super hasn’t received a damage buff. Thundercrash has the most incredible super cooldown due to an Exotic and Trait 2 combined. In order to buff the Super and retain balance, Impact Conversion will require a slight nerf to super gain also. Let’s be realistic, having this Super deal as much damage as Nova Bomb, but regain a full super in less than 20 seconds; would create a problem equal to what caused Skull of Dire Ahamkara to be nerfed. Too many Supers that powerful for a single player—without needing orbs from other players, that is what caused a problem in the first place. I’m trying to avoid another situation similar to that. I would like to adjust the traits of this Super to work well together without requiring the use of the Exotic helmet mentioned above. [b][u]Code of the Missile alterations:[/u][/b] [b]BUFFS[/b] • Super damage increased by 70% against majors, mini-bosses, bosses, and vehicles. Ballistic Slam (Melee ability) • Added bonus: Each kill grants a small bump (1/8) of melee energy. Impact Conversion (synergizes with melee ability) • Added bonus: Multi-kills trigger health regeneration. Previously Inertia Override was one perk, it is now separated into 2 different effects. Inertia/Override: • Sprinting activates Inertia; while active, your melee energy recharges significantly faster (14 seconds). • Sliding over ammo activates Override (lasts 5secs) which reloads your equipped weapon and increases your weapon damage for a short time. Kills while Override is active grants melee energy (1/8 per kill). [b]NERFS[/b] Impact Conversion • Super energy gained from charged melee kills reduced by 65%. This is still a way to get your Super up faster, but will be less efficient at doing so. ————————————————————————— On a side note, could this Super have its own unique Exotic piece? “Graviton Conduction Rig” (Exotic Chest Armor) Sonic Force - Thundercrash creates a deadly blast on takeoff and has increased flight time (double). Note: the blast on takeoff would be equal to half of current Super damage output.[/spoiler] Nova Warp: [spoiler] This Super no longer works in PvP, it has a great neutral game but the super got nerfed in every single way possible: blast radius, damage against Guardians, charge time, charge cost, dark blink, holding a charge, damage resistance, movement speed while charging, etc... I understand the reason behind it being hit so hard, it was because Hunters couldn’t jump out of the blast radius (which was overkill). But in my opinion, it was hit 1000x harder than any Super has been hit before at one time. After all, this was supposed to be a PvP Super, but after the nerf I couldn’t even bring myself to use it in PvE anymore let alone PvP (RIP Nova Warp ⚰️). After it was brought back from the grave during ARC WEEK, I’ve come to enjoy it in PvE again, but it doesn’t deal enough damage to high level enemies or majors. It takes 4 fully charged blasts to take one out. If they stomp, then you waste the entire Super trying to get back to them, all because of the “slowed movement while charging”. Please fix it so that it at least works better in PvE. I know the sandbox for PvE and PvP are NOT separate, so by fixing the issues with this Super in PvE it will have consequences in PvP. That’s why I recommend lowering its duration. Unlike Juggernaut before update 2.6.1, Nova Warp will end in about 12 seconds or so. Even if this buff created a monster again, it will end, so just try to learn how to counter it please. I know Astrocyte Verse causes an issue with how far this Super can travel, but the majority of players that have mastered blink is very low. I’m not someone that can use blink, I can use dark-blink but not blink. Here’s my suggestion on how to fix Nova Warp: Decrease charge time from 0.7 to 0.5 seconds. Remove slowed movement while charging. Decrease duration from 22 to 16 seconds. Lower the cost of a fully charged blast to allow 8 detonations within this time frame. Remove the cost of using dark-blink. Remove the extra cost to hold a charged blast. Increase PvE damage against majors & mini-bosses by 40%, or maybe create the exotic armor piece below? ————————————————————————— On a side note, could this Super have its own unique Exotic piece too? “Erebus’s Shadow” (Helmet Armor) Dimensional Energy - Hits and Kills with Nova Warp temporarily (3secs) increase it’s damage. Stacks up to 3x (for PvE, x1 10%, x2 20%, x3 40%) (for PvP, x1 5%, x2 10%, x3 20%). Or Stormdancer’s Brace could just work with Nova Warp also. [/spoiler]

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