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Destiny 2

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12/5/2020 2:43:13 AM
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Fists of havoc's aoe power attack could use some tuning.

My feelings on it. I put it in a spoiler because it's long and I know not everyone cares to read everything I have to say: [spoiler]It's a super with a power attack that used to be more proper in the early stages of d2 where we didn't quite move as fast, but as the game has evolved and more and more tools have been added that improve mobility, the aoe of fists of havoc just isn't sufficient enough. Many MANY times I end up failing to secure kills with the aoe because it's just not properly tuned for our current sandbox. Hunters will be halfway inside the radius horizontally but their jump pushes them far enough into the air in an instant where you can essentially negate all the damage it can deal or minimize it to where it isn't lethal. Enemy titans and warlocks can just float above and make the attack worthless and you have to wait until they are basically within normal jump height for it to connect and kill. Latency also plays a huge part of how often the aoe fails and when you add them all together you will find targets just dancing around you with no real threat of the attack connecting. Then I know what some of you are thinking "well not EVERYTHING has to be good in pvp, at least it's good in pve," which to a degree is true except the issues persist there as well. Top tree fist of havoc is the only way to make the slam do decent damage and it's damage and add clear capabilities are not better, but worse, then pretty much any other subclass option you can pick from. Even using bottom tree striker and mashing the light attack deals greater single target damage and can clear a good amount of targets. For an attack that consumes a literal quarter of your super meter, it's coverage and lethality in both modes is unbelievably bad. I had RED BAR ACOLTYES getting staggered, not killed, by the aoe in the 1220 nightfalls because they weren't half way in or directly touching me while I slammed when I was a 1240 at the time. Meanwhile sentinels can just whip around their shield killing enemies in droves at a third of the cost, while having a projectile that can do the same at the cost of nothing. Or using burning maul where each slam can take out hordes of enemies for less than half the energy and for over double the damage while the light attack melts bosses. And sunbreaker offers safe add clear, great add clear and methods to boost the damage it can deal that aren't inconvenient to take advantage of. And then...there's behemoth. Lunge across the map for the cost of like 7% super energy with a significantly longer duration. Then you can power attack, which the aoe that surrounds the titan (not the shockwave) has more range than fists of havocs power attack, for like a third of energy that freezes ALL targets instantly and sets them up to be one shot, super or not. And then the shockwave covers like 20 meters on the ground and has better vertical hitbox while you can shatter the crystals for incredible add clear damage and pvp damage. And it ALSO freezes targets who are nearby on activation LIKE USING A FIST OF HAVOC. It's really fun to secure multiple kills with it in pve and pvp with one attack but satisfaction is not a good enough reason to validate it's usage. Titans have options that just make fists of havoc look like a piece of garbage and behemoth is just the same thing but better in literally every single way. Maybe people don't really care because it's not AWFUL but compared to everything else titans can use it's just an inferior super and it more often than not doesn't even use the very thing it was named after.[/spoiler] My suggestions for improving it: [spoiler] 1a. Increase the horizontal radius slightly. 1b. Increase the horizontal range at which it still does full damage within it's radius. 1c. Increase vertical radius slightly. 1d. Increase the vertical range at which it still does full damage within it's radius. Note: If people worry about the initial slam becoming more annoying, they can try to separate them (like how the activation slam can't make aftershocks, but the follow up ones can). 1a/c example: Let's say it has a total radius of 11 meters where it can deal at least 1 damage, increase it to 12 meters. 1b/d example: Let's say it does full damage up to around 6 meters and then has drop off to where it deals 1 damage at max radius, increase it to 8 meters before damage drop off applies. Goal: Allows the attack to reach further and higher slightly while more of it's aoe does full damage. The numbers I used are NOT accurate, they are just an example to give you an idea of what I mean. 2a. Increase the pve damage of the power attack by 15% to minors and majors, increase power attack damage to mini-bosses, vehicles and bosses by 10%. 2b. (giggity) Increase the pvp damage from 275 to 300 damage (this is actually a nerf revert). Goal: Deals more damage to all targets to more fairly match it's energy cost for pve. For pvp, the extra damage will allow it to be a little more consistent at killing targets when latency is in place (it's not gonna make it one shot supers base). Overall goal: It's more lethal, covers more area and with more of it's radius dealing full damage it will be harder to simply just hop out of it. IF bungie were to update it in the way I suggested I would not be opposed to it being a little less then what I asked for because I know that changes that seem minor on paper can actually become a major problem Or it could be improved more, but I highly doubt it. I REALLY like the power attack for fists of havoc but...it honestly just isn't as good as other options that titans have access to and since both skill trees as a base have a pretty underwhelming power attack (even if bottom tree isn't specifically designed for it), I'd say both deserve tuning to be more effective. I rarely see anybody use striker in pve and in pvp the only arc supers I see are from thundercrash and from light attack mashing bottom tree strikers. [/spoiler] Please let me know what you guys think.

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