Hunter getting a new and very strong burst-damage super for PVE is awesome. The entire meta being shaken up for Arc in general is awesome. However, there are two very unfortunate and frankly baffling relics of the past: the base duration of Chaos Reach, and base damage of Thundercrash.
Thundercrash has since release, been a very cool super. It is also the only burst one-shot super that Titan has access to! However, it has suffered from being INCREDIBLY undertuned, with damage numbers that are massively outclassed. Chaos Reach has been in a similar state: better damage than Thundertickle, but definitely not up to par with others. Why? I don't know. I don't know why Arc just got flat out worse supers, but the solution was very odd: instead of buffing these supers, Cuirass of the Falling Star and Geomags were made as a band-aid, both improving these supers' damage output to a competitive but not outrageous state.
This created, and still creates, an awful meta for Arc titans and warlocks: either use (or quick switch to!) these two exotics, or your super is one of the weakest in the game. Now that Arc 3.0 is released and I'm itching to actually make proper builds, I feel this strange design choice more painfully than ever.
There aren't really any other Supers that are designed like this, other than Nighthawk which today makes Golden Gun still only mediocre, despite having much more skill and risk inherent than Blade Barrage.
Cuirass of the Falling Star and Geomags should have their damage & duration aspects mostly or completely removed, and added to the base Super, while having their effects changed to something else. Cuirass granting overshield is cool! Geomags... geomags doesn't do anything anymore now.
In addition, it should absolutely be considered if these exotics can have an additional effect that incentivizes wearing them instead of quick-switching, for example by inherently granting a tier or two of Intellect.
That way, you can properly make a choice between speccing into making your super better and more common, or improving your neutral game in other ways. Exotics that can be entirely used by simply quick-switching isn't just awkward, but actively harms the game balance & meta in a negative way.
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Lol chaos reach does 5% less damage than Thundercrash yet requires you to stay focused on the target for 4 whole seconds instead of being 1 and done. Chaos Reach needs it more, don’t try to spin it any other way.
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Edytowany przez użytkownika mikeyrox1234: 8/30/2022 10:57:44 AMFists of Havoc is pitiful and should be reworked… Revert it back to the D1 single slam. Increase it’s damage, radius, and animation speed. Keep the terminal velocity part of the super. This should be a MASSIVE amount of damage due to requiring to be so up close and personal. If you really want to keep the roaming Fists of Havoc then make it a third super option. The slam deals less damage and has a reduced radius. Thundercrash should deal a lot of damage but not as much as Fist of Havoc due to its mobility. Supers that require getting up close and personal should do the most damage. Nova, Gathering Storm, BB, etc… should not be doing as much damage as any one off super that requires up close and personal interactions.
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3 Odpowiedziholy -blam!- its happening. Titans are upset that they dont deal a omegafuckton of damage from pressing Lb and Rb. The prophecy is fulfilled
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16 OdpowiedziHunter is supposed to do the highest damage though. Because they are the damage based subclass AKA the sniper/scout/ninja.
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Just put on cuirass and tcrash is a good damage super
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Arc 3.0 has largely been kinda lame tbh. For titans at least, Void was pretty boring but good nonetheless. Never really liked void anyways though but regardless. Solar was insane. Arc just… kinda sucks. Thunderclap is dog. The supers still suck and thundercrash still can’t do anything without Falling Star. The melee subclass only has a grenade build going for it, which is just incredibly ironic.