Warlock did not receive many sweeping changed with arc 3.0, we of course got a new melee ability tied to a fragment, but the rest of the subclass feels a bit disjointed. In this post I hope to highlight these issues and provide constructive feedback that will hopefully be noticed by the dev team.
Ball lightning is incredibly unreliable in both its base and amplified state, and Chain Lightning regularly has consistency issues and feels lacking in power or synergy to the rest of the Arc kit. While titan got the grenadier oriented aspect Warlock feels like it has very little reason to make use of any grenades at all, as they have no intrinsic benefits outside tangential fragment augments and gain no bonus while amplified unlike the assumed benefits we would receive. Ball lighting also shares a confusing cooldown timer with penumbral blast, and it is nowhere near as powerful. Ball Lighting (and Titan’s ToT Storm grenades’ after-strikes) also suffers dramatically from an unusually high knockback that pushes enemies away before they even get a chance to be hit by the second or third strikes. Titan’s storm grenades do not suffer as much from this (and even benefit) as the storm will track the target and keep them locked in this mid-air state for a long period of time until they die or it ends.
The new lightning surge melee ability is an ability I would label as "high risk, high reward" in mid to low level content, but in higher end content there is simply no reason to run this aspect as it becomes high risk, no reward, ending up in you dying most of the time or not securing many kills on enemies. I would like to see some sort of bounce back after killing or jolting an enemy in high level content and in pvp, as most of the time use of this ability puts you in a very bad position. This would also coincide with the description used in the arc 3.0 showcase where you wanted us to be able to get in and out quickly when using an ability like this, but right now this only allows for us to get in with little to no way out.
Arc Souls additionally do not feel like they have intrinsically improved as a utility to the kit, as they remain a disconnected piece outside of generic Ionic traces, but provide nothing else to amplification/jolting/blinding
Chaos reach remains extremely ineffective as an add clear, shutdown, or DPS super, as you remain suspended waiting for it to end to do a relatively weak amount of damage, or sacrifice all of that damage to get to safety sooner. It would feel drastically better if the extra time in air were halved for the sake of getting the damage out faster. Geomag stabilizers have additionally felt left behind as it only exaggerates Chaos Reach’s problem while doing nothing else for the entirety of Warlock’s neutral game, making it a horrible option for locked equipment content like Master LS/Grandmasters, and nothing more than a switch exotic everywhere else.
Stormtrance additionally is being referred to as an add clear super, but proves regularly frustrating to use in almost all content as it regularly takes not only from multiple ticks to multiple seconds to kill enemies, but feels incredibly vulnerable in anything outside of shutting down an unaware roaming super in PVP. The loss of transcendence also makes Crown of Tempest practically mandatory in order to make using the super feel better.
I would hope to see more synergy between warlock’s whole kit similar to Titan and Hunter, as everything feels a bit disconnected at best or detrimental at worst when using an exotic like geomags which you hve to use to make an already underwhelming and under-preforming super tolerable.
Thank you for reading.
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1 ReplyI recently made a warlock to try out arc 3.0 and honest to god it’s so fun. Granted I have the new Statue of Liberty helmet, which is basically arc Nezarec’s sin. Makes arc souls stupid useful and allows me to spam abilities all day.
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1 ReplyIn regards to the Arc Melee TP, How about, Based on the number of Enemies Jolted, you gain X% of Over shield? That way you have enough time to get out of the way.
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Right on the money, too bad no one at bungie is going to read this or care about it. Dmg probably reads this but wont say anything because he’s afraid of getting harassed by the community which is understandable. We all know the problems with arc warlocks, too bad nothing is going to change. Just look at hand held grenades, bungie completely abandoned the ability and never bothered to actually fix or buff it. Look at how long it took blink to get fixed? Years of constant request to get it buffed and they finally buffed it when hunters got blink again.
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Oryrk🎵 Ero anime o miru 🎵 - old
These forums feel bad. -
9 RepliesSkill issue lol Jk. They are weak asf in PvE but very very strong in PvP.
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As Warlock Main, I play Arc when Bungie forces me to. Like bounties, seasonal challenges, and now Iron Banner, but might switch to Stasis. The other subclasses just feel more powerful. My biggest complaint is no Blinding Melee ability when both Titan & Hunter have one. Second gripe is Stormtrance is weak and uses too much Super Energy to teleport (which I constantly inadvertently do because it’s tied to the sprint, which on controller is accidentally pressing down on left stick**) ** what is that all about anyway? When playing PvP especially with players being Amplified and moving even faster, Stormtrance has to move at a walking pace or you burn through your super. In fact Chaos Reach and Stormtrance are the only mobility limiting supers in the game. Ever other class and subclass either has quick one shot supers or are roaming supers that you can still sprint while using.
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1 ReplyStill waiting for Bungie to comment on the state of the game after the arc rework. I mean there are quite a few posts about warlocks feeling lackluster compared to hunters and titans. Not sure what they can do to help the class out, maybe bumping the damage of the supers (at least for chaos reach) and give buffs to grenades/lightning surge when amplified. Hopefully in the future we get exotic gloves (like osmiomancy) that give us improved storm grenades since they are ridiculously good. And you know being a class called "storm caller" it would make perfect sense. Either that or make the grenade aspects universal to all classes.
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Edited by mayo68: 9/9/2022 11:06:24 AMBeen messing around with warlock 3.0 lately (titan main) with my geos and here’s what I have discovered. When built correctly, this guy is an ionic trace machine! Equip a weapon with volt shot (the sidearm is my favorite) and shyt gets stupid.🤣 Super damage artifact mod with geo will get you results with chaos, provided you don’t die using it. I would like to see an overshield included with the geos during super (help me bungie). The build is solid and my lock is pimp with the geos, but compared to striker he is found wanting.
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straight answer no A_dmg04
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12 RepliesI just have to respectfully disagree on pretty much all points. You are looking at individual pieces, and not the whole. If you lean hard into Ionic Traces, which ofc Warlock generates the most, the gameplay loop of Stormcaller is very satisfying. It reminds me a lot of Void 3.0 just without the crazy self-healing Devour component. Targets are being jolted and exploding, you're getting back huge chunks of ability energy back with Traces - rinse and repeat. Lightning Surge is just awesome and fun in PVE and PVP so I don't get how you even have a problem with that one. I can't speak to Hunter because I don't play much of that....but Titan's Arc 3.0 kit is a freaking mess compared to Warlock. There's no synergy hardly. We didn't ask for a boosted Grenade aspect and it works against everything we're trying to do. Bungie wanted us all running around and playing "aggressive" but Thundercrap is buggy and requires us to stand literally still and "charge" it up. It's all just a huge downgrade compared to last season imo.
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17 RepliesToo much text, didn't read. All I know is, two of my buddies who are a hunter main and titan main have been playing a lot of Warlock this season because they are having so much fun with it. Maybe you're just doing it wrong?
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Arc Soul build effectively detaches a Warlock from all new stuff except Amplified.
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That way to many words for me to read on this fourm but I'll just add that I miss pre 3.0 Arcweb
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Couldn't agree more. Damage buffs aren't enough either Bungie....it needs reworks. Cool down on phoenix dive and merging with icarus dash. Vortex nova is pathetic. It's not a bomb is a joke. Armor during chaos reach and time to deal damage isn't even worth comparing with other classes. Daybreak damage is laughable and it's whole "king of the skies" fantasy went out the window with all the in air accuracy convolution you added. Also by classing thunder clap and throwing knife as "requiring skill" you automatically justify hhsn as being the same because it requires just s much "skill" if not more. It requires forethought for timing and good judgement for distance. Huge risk if it doesn't work out.
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Without an exotic Stormcaller just feels weak. It’s doesn’t do much and has low synergy. Everything about this subclass is exotic dependent. The other subs don’t feel this way. They can be very strong with only legendaries.
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1 ReplyStormcaller suffers from a dire lack of Exotic variety, it feels like half of them overlap with each other and the ones that don't do that have no synergy with anything, so they're terrible. Crown of Tempests is as good as Fallen Sunstar and Stormdancer's Brace combined. Fast ability regen that applies to all abilities, including Super (which Fallen Sunstar doesn't do because of the nerf to Ionic Traces), and a huge duration extension that helps with its intended role far more than increased damage. Stormdancer's energy return is very nice, but not enough to make it worthwhile. Getaway Artist is fully useless now. Arc Soul doesn't do enough to justify using the Exotic without the Aspect, and if you're using the Aspect then the Exotic is a complete waste. Geomag Stabilizers are intrinsically tied to how good Chaos Reach is, and it is very, very bad. It does too little damage for the time investment versus other Supers. For some reason, it charges slower than Thundercrash and Gathering Storm, both of which are significantly better at base and even more so with their best-suited Exotics. It used to reliably kill in 2 ticks in PvP, now it takes 4 and sometimes doesn't even damage people who are clearly hit by the beam. And that's it, those are the only subclass-specific options it has. Fallen Sunstar was just another item in a bad trend for Warlocks - it's objectively worse than something else and has a random support function thrown in that no one will notice or appreciate. I remember using a Verity's Brow build when Void 3.0 was new and came across many people who didn't know that their grenades got buffed when I used mine. Meanwhile, the new Hunter Exotic has a random support function that no one will use or appreciate........on top of a 35% damage buff on demand, that is already wreaking havoc in Crucible.
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Same thing with Sentinel and Sunbreaker bro Sunbreaker might be op as hell with Lorely, but base Sunbreaker is trash and too "complicated" Sentinel is just a disgrace to D1 Defender
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2 Repliesonly the supers are bad (pve)
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12 RepliesIt seems that arc warlocks excel at giving you AND YOUR TEAMATES with constant abilities and orbs of power. There’s also a blinding build out there. But I wouldn’t mind a buff to our supers or more synergy between abilities and aspects.
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1 ReplyIt additionally feels like Chaos reach drastically loses out in terms of what it can do vs how much super energy you get back on cancel (short burst of a few damage ticks that are outdone by weapon damage in the same time, get less than half/a quarter back) vs. something like Raiju cancelling arc staff (instantly deflect any projectile/projectile super, kill a major target, cancel and get half back)
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1 ReplyEdited by Yamabushi999i: 9/7/2022 8:48:05 PMIt's been left far behind and this following Solar nerfs and before that Void handouts and nerfs. Tickling fingers, literally, a mere add clear just isn't the Palpatine fantasy they wanted to sell us on. Chaos Reach falls way short of DPS or sustained damage in context of other classes and subclasses. We're stuck with the same, unmodified, unimproved, out of date trifecta of Geomags, Crown and Getaway. Arc 3.0 was more marked by what Warlock lost not gained. Without remotely being anti-Titan - I do play three classes - its Grenade abilities made Arc Warlock second-rate. Warlock is or was meant to be the Grenade Class. Melee - Titan, Movement - Hunter. If you're going to change fundamentals, remove exclusives - Blink, Arc Web, Ionic Traces...you'd better be adding some major rebalancing boons. And a freaking SLIDING melee isn't it by a mile. Loaded up, checked the full Fragments and Aspects, looked at the Exotics, tried it out and turned Destiny 2 off. Absolutely killed off any interest in Warlock going forward. Going back in time to old, underwhelming, nerfed Subclasses - it doesn't cut it nor does a wall of silence from Bungie. Warlock was repeatedly crapped on. The lack of innovation alone is quite literally unbelievable.
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2 RepliesJesus man, if a game bothers you this much to write a New England Journal of Medicine quality dissertation you may need a break. Personally loving the new arc. Now excuse me as I summon arc buddies. Going Oprah here! YOU get an arc buddy, YOU get an arc buddy, EVERYONE GETS AN ARC BUDDY!* *Disclaimer: this one is trying to see if he can crash a zone by summoning endless arc buddies…
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6 RepliesActually my currant build would not be possible w/o Arc 3.0. Have not even got around to other exotics yet and what synergies are now possible with the revamped dynamism of our power structure. Advice: Wipe any pride you have about not seeking out build-crafting posts/videos out there and explore what is as the end of your fingertips.
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2 RepliesDid they ever fix the arch Warlock and Titan resistance bug?
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4 RepliesPersonally I think arc warlock is mostly fine. Lightning Surge is a non-ranged melee, which are all very risky in endgame. Arc Soul DOES have synergy with Amplified, it’s just that it gets an added benefit from the buff rather than granting it. Your grenades are no worse than normal, as a warlock you’re just used to having a way to power up or consume your grenade. Other classes don’t normally have that (except for the new Titan Aspect) and are content just using their grenades as normal grenades. The only change I think they should make is add an inherent bonus to the arc supers for being amplified. This would make the supers a little stronger in pve and ensure that the idea that “The warlock’s whole thing is that being amplified modifies their abilities” is felt no matter what build you use and in your strongest abilities. While amplified, each of their supers should get about a 20% damage bonus, Chaos Reach damage should either blind or jolt enemies or create ionic traces, and Stormtrance should be able to Ionic Blink farther and for a lower energy cost. These changes I proposed should make arc warlock’s supers feel a little stronger and help to make arc warlock a little more unique.
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8 RepliesDidnt read this wall to text. Did KingsFall raid with 6 arcwarlocks without well of radiance (because you dont really need it, empowering rift with healing rifts were more than enough. In fact it was my fastest run with randoms, 51 minute, felt pretty darn good. In other pve content is pretty good, I'd go with with arc warlock over other arc subs for most of the content