The power of Dawnblade is in the neutral game. Not the super.
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I agree but I will take you a step further by saying that I'm sure people are taking the Well for granted more than they realize. It's been an endgame staple for years and years.
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Agreed. Personally I’d like to see it removed. I am so sick and tired of having to use it in every end game activity.
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SlingshotNerdStormcaller 3.0 is not good; needs buff - old
[quote]Agreed. Personally I’d like to see it removed. I am so sick and tired of having to use it in every end game activity.[/quote] So hypothetically speaking they remove Well, then what? Use the former husk of a super known as Daybreak? Lol yeah right. You make me laugh, but my sides are starting to hurt… -
You do realize that Dawnblade is more powerful than Sunsinger ever was. The problem is that some of you don’t understand how poorly tuned Destiny 2 has been for most of its run. And We’ll is so overpowered that there is essentially no build variety whatsoever in end game. That’s a major design problem.
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I do miss sunsinger with radiant skin tho. You could tank other roaming supers and kill them with your 1 hit melee and have enough time to kill off a few other players with your quick grenade recharges especially when fusions were still one shot.
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Sunsinger without self res was literally used to solo Aksis. Dawnblade may be marginally better than sunsinger used to be but it’s still easily the worst roaming super in the game. It’s current state is literally just slower Hammer of Sol, but the healing is also weaker than hammer’s sunspots.
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Slower than hammers? Put on strafe glide and you can literally have the original super strong burst glide on dawnblade back when they initially changed it.
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Edited by kellygreen45: 9/1/2022 9:09:19 PMSmh. Missed the point. Dawnblade has a more powerful neutral game that Sunsinger ever did. You just need to understand how to build it properly.
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You mean the neutral game that got removed entirely from all three dawnblade classes in favor of -blam!- all 3 main classes? We lost half of the warlock identity in favor of 3 viable builds. I’d much rather have the freedom to play as I liked with previous subclasses or even just get sunsinger back at this point. Dawnblade 3.0 isn’t fun, which is the main point of a video game. I enjoy leaning into the identities of each subclass, but 3.0 completely lacks the same distinct identities that were given in void 3.0. Even if Well is overused, I’d rather lean hard into the healing and buffing for ability regen instead of playing the neutered mishmash we have now.
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Edited by kellygreen45: 9/1/2022 9:25:59 PMSmh. What builds were you guys running? Solar 3.0 was so strong that it would reach hit-and-giggle proportions at times. Especially in content that didn’t have Nightmares. Or if you were running weapons with Incandescent. What you are calling “identity” is a lack of build variety. This game isn’t a hero shooter.
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You’re right, it’s not a hero shooter. It’s a class shooter. Solar 3.0 is an u imaginative rehash of everything we already had, but with significant downgrades or lack of care for the role each class should be playing. Destiny was established with a basic RPG design, with warlocks using magic and support, Hunters being good with weapons and DPS, and titans being able to hit hard up close and take extra damage. Hunters and titans being able to heal themselves as efficiently, if not better than their healer warlock teammates works [b]against class identity, a core aspect of game design in both D1 and D2[/b]. Questionable choices like acrobat’s dodge applying radiant also reduces warlock’s support utility, although this could be argued that it helps assist the hunter identity of being stronger with their weapons on the gunslinger class. I could understand if Bungie decided to explosions and ignitions are core part of Titan builds, but instead they decided to go with ability damage, understandable for “hit hard” class, but strange from the perspective of solar’s identity as a whole. Warlocks had 3 distinct identities on Solar 2.0: Aerial agility, team support, and explosive pyromancer. The only one of these left fully intact is aerial agility, likely the most boring one and undoubtedly the least effective of the three after the AE changes. The three good builds are the boring starfire builds, mediocre sunbracers setups, and any of the outright bad ignition builds. To make this sentiment clear as can be, [b]ignitions are a horribly designed feature that relies on applying large amounts of burn stacks to high health targets, despite explosions only being useful against groups of low-mid health ads[/b]. Ignitions don’t make sense and their implementation is poor. It feels like they tried to spread the functionality of bottom tree dawn to all classes but didn’t know how to make that work in any efficient manner. I spent most of season of the haunted trying to make Solar anywhere near as enjoyable as it used to be, but never found any joy in it outside of fusion grenades for PvP. I wasn’t the slightest bit shocked when I switched back to void and was immediately more effective with only half the effort I put in with Solar.
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Edited by kellygreen45: 9/1/2022 11:20:21 PMIf you lean into the changes rather than resisting them, building is very easy in this game. The problem is that people want to fight the changes, and control what kind of game it is. Simple fact is Bungie wanted a more balanced game, and if one spends all their time trying to amp up the power of a Warlock super, you’re going to struggle. As Dawnblade was OP, and especially the Bottom tree super.
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Lmao the only reason to use dawnblade is for well of radiance. The neutral game is legit trash
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ROFLAMO. My Sunbracers build laughs at that notion.
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Speak the truth!
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Useless in anything above legend difficulty.
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Oh my goodness, a red bar clearing build, it’s not like bottom tree dawnblade used to do what your build does without actually requiring an exotic. It’s definitely not like void alone is better for ad clear than any solar 3.0 build could ever be.
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Bottom tree Dawnblade was overpowered. Almost ridiculously so. Bungie did that to overcome the design flaws built into the vanilla game. Because it was the only way to get additional power to us quickly. Those flaws have now been fixed, and Bungie has taken back the ridiculous levels of power they gave many of our supers. IOW, they’ve rebalanced the game to play more like D1, when our power was more even distributed between weapons, abilities and supers. Instead of piled high in one spot.
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Bottom tree was so ridiculously overpowered that they outright deleted it from the game when people didn’t even use it after the buff. It was literally the functionality of explosions on burning targets, an actually fun subclass identity, and they removed it for neutered build crafting. It was quite possibly the most slept on class I the game, and it was so as slept on that the Bungie devs fell asleep in the office when trying to incorporate it into Solar 3.0. [spoiler]this is all without mentioning that arc 2.0 also did ad clear better than any current Solar builds but that’s besides the point[/spoiler]
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Your opinion. I strongly disagree. It, imo, was an uninteresting play mechanic. The current system allows for more and more creative ways to interact with the game, and lean into different ways to play the subclasses.