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8/31/2022 3:15:02 PM
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Warlock Light 3.0: My thoughts:

Okay, so before I get into this, I request that we all be respectful and intelligent in the comments. This should be a place of healthy discourse and idea sharing. Thank you. I am going to talk about all of light 3.0 for Warlock in this post. I may make some comparisons, but those are not my main concern. Let's start with Void. Void 2.0 in general was very balanced and beloved to the Warlock community. Chaos Accelerant and Devour were very iconic and still are and on the whole it was balanced. When Void 3.0 rolled around, we saw some changes. As far as aspects go, I think all of the aspects are very powerful. I'm glad we got a Devour aspect, although I was slightly irritated that devour was granted to other classes. Chaos Accelerant was strong enough to probably warrant that one fragment slot, and Child of the Old Gods is a really strong way to apply Weaken. The fragments felt very easy to build into and I was generally pleased with their distinct nature and noticeable effects. Here's my first real criticism: Grenades. I don't understand why all classes got all grenades. They were pretty iconic to the classes. It felt a little bad seeing a hunter throw an Axion Bolt, and a little weird to use a Void Spike. I believe that grenades were fine as is and should have been kept to the classes. Now for the melees. A lot of people I know were angry about the Handheld Supernova nerf into Pocket Singularity, but I agree that it probably needed some sort of toning down. I don't mind the new version, but it's not the highlight of the subclass. Supers: Oh boy. The Nova Bombs were fine. They stayed balanced. I don't have much else to say. Nova Warp I feel needed a buff probably, but I didn't play it much so didn't care either way. Blink was untouched. For now. In summary, not a whole lot of changes, but mostly ones for the better. It was interesting and fun and felt like a revamp. Time for Solar. Oh boy... Before WQ, solar was irrefutably both the best Warlock subclass and support subclass. It was super good at whatever it wanted ti be good at. After Void, though, it was looking more balanced every day. The aspects were the first problem with solar 3.0. This revamp was supposed to bring originality and customization options to the subclass. Both aspect slots were required to have icarus and heat rises. We also received buffed grenades, which wasn't incredibly creative. All aspects have two fragment slots, which is fine. I didn't have a huge problem with the fragments, and the scorch system was super fun and creative. Healing grenades being shared is certainly irritating, as that was a very iconic Warlock support ability. We did get the best version with Touch of Flame, but it was still a nerf and a distribution. As for the melees, Incinerator Snap is cool, and great reference to a great anime, but Celestial Fire is more practical for most activities, especially PvP. As for supers, we have a lot to cover. Well needed a nerf before Witch Queen probably, but with Void 3.0, we got more Bubble and Lorely. After those two things, I'm not entirely sure Well needed its Overshield taken away. It also seems odd that it didn't grant some sort of Restoration and Radiance, as it wouldn't change in function but it could hVe synergy with the subclass. Daybreak was turned into a sort of Shell of What was. It got a nerf to tracking, and no longer was lengthened after a kill. For a short super if you are using Icarus Dash, this hurt it a lot. In summary, Solar was pretty disappointing, with a pretty much complete loss of bottom tree Dawnblade and not much flavor. We got to spam grenades a lot, which gave is crazy damage numbers, but got boring and lame after a while.

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  • With all due respect, you’re another player who want to relate to the game as if it were a hero shooter rather than an action-RPG. The point of the overhaul was to give players more build options, and a greater ability to customize their Guardian and how they want it to play. So many of you sound like you’re more interested in keeping a competitive edge—or at least the perception of one—-in pvp. The result being all this focus on what got “taken away” and no attention being paid to new play opportunities that have been created.

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