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Edited by VallhaIa: 8/12/2017 7:19:17 PM
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If Bungie is pushing heavily on team play, why tf did they not give hunters a supportive class ability

Bungie can't put 2 and 2 together. How can you have team play if a hunter can't team play? Any solution ideas?
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#Destiny #Classes

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  • Chains of woe, also precision GG has the highest potential to generate orbs than any other super. Gunslinger has great utility. Though the best way to support your team is by not dying. This is more important than rifts or walls.

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  • I don't really care since I have a legacy console that can't play D2 so unless someone wants to gift me a PS4 this thread is usless

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  • Yes, hunters have no supportive ability I mean warloks have sunsinger and titans have defender, but hunters... their most supportive subclass is probably bladed acer and that is not considered "supportive"

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  • I'm guessing they were tying to make Hunters the main damage-dealers. They do give everyone Chain-of-Woe of you're near them from what the D2 beta showed... but I see what you mean. They need more to be a proper team player.

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  • I love the dodge roll ability, but I think it should be implemented as a regular ability we can spec into, and have a totally different class ability that benefits the hunter and the team for both PVE, and PVP. This actual ability is so retarded. Titans have a shield to protect the team, warlocks can heal! If they do choose to keep the dodge roll as the class ability then it should either heal or buff all allies around the hunter. Maybe I was hoping for some kind of trap you could place, either for a DoT or a snare. The Dodge just feels weak and selfish. Or the hunter should throw a smoke bomb for invisibility or cofuse the enemies in the smoke with a backflip? The other two class abilities have great team utility the Hunter? Not at all. I predict Hunters will have a hard time finding a role in the raids.

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  • They're supposed to be "lone wolves", but that D2 goes against that so IDK lol.

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    • All I can say is good luck finding a spot on raids, and if your sales pitch is that you and roll over every 30 sec, then you should just be a warlock bc of the Icarus dash, which cools down in like 10 sec, and is airborne.

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      • It's supportive for the fact hunter sneak behind enemy lines pop shots and hop or shade step into cover to distract the other team breaking their lines for a strong offensive take-down.

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        • Team Play doesn't mean everyone is a support. Someone's gotta play Mccree.

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        • Plus they got a perk chains of woe head shots mean faster reload for fire team though each class has one of these passive perks.

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          • Edited by aboniks: 8/12/2017 8:07:36 PM
            I think Hunter team utility is going to vary a lot based on event design. Look at the Titan and the Warlock abilities. Rally barricade is good for the team, whereas the wall...not so much. Both Warlock rifts can benefit everyone if we're close enough together. So, Titan and 'Lock both have stationary abilities and the synergy is obvious. That synergy is maximized in a set piece fight where A) we don't have to move, and B) the enemies only come at us from about a 90 degree arc, and stay on the ground. So, the time when we're the strongest is also the time when we're most vulnerable as a group. Any enemies attacking from other directions will be flanking whoever is at the barricade. Warlocks seem designed to handle aerial enemies and clustered mobs with ease. Which leaves the Hunter to cover the flanks and the rear. This role requires mobility and sustained DPS. Both of the hunter ability options speak to that need, through increased weapon uptime, or increased melee uptime. For people who really learn how to use them to their fullest, hunters will shine when the fireteam is at it's strongest, which also happens to be when it's at its most brittle: stationary, focusing on a large threat, while surrounded by adds. There will be opportunities for hunters to synergize [i]very[/i] well with a fireteam. The more linear a particular event is (ie, no flanking or rear attacks), the fewer opportunities hunters will have for synergy. We'll see what kind of mission design Bungie has to offer.

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          • If they can instantly reload and keep shooting, you are protecting your teammates with suppressive fire. It's all a matter of perspective.

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          • It does seem a little... counterproductive.

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          • Because hunters are the lone wolves. They don't build walls or hide in libraries. They go out into the wild, usually by themselves. So it would make sense for them to have an ability that only affects themselves. If anything the cool down for the dodge needs to be reduced.

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          • I chose Titan on day one for that exact reason. I always thought of the hunters as a mainly offense style character. Not saying you shouldn't be allowed to have a supportive subclass. Just saying I think they were designed to be that way from the beginning.

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          • There is no need for a solution, the hunter fills the roll they need, and are fine, darling.

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          • I rarely use my hunter for actual attacking. I always support my teammates or run area control with her. But I suck with a hunter pretty much. They're pretty good for defense tbh.

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          • Edited by Swiftlock: 8/11/2017 8:39:16 PM
            You support your team by staying alive with your dodge maneuvers and obliterating things with critical hits. Didn't you listen to Wolverine? The best defense is a good offense.

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            • They have team play it's called offence.

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