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Destiny

Общее обсуждение Destiny.
5/28/2020 12:39:20 AM
1

Voidwalker is feeling pretty terrible atm

At the moment, I think Voidwalkers are by far the worst subclass in the game, and it's annoying everytime they get 1 thing that's good, it gets nerfed to unusabililty. Most of what I say will be about what's bad with these classes, with not many suggestions for buff. However, I really don't think it would be hard to make them much better. Just some common sense with balancing would be nice. But let's get into it. The Grenades. The Voidwaker grenades are really below average. Vortex is really the only one that's alright, but it's just "alright". It's damage is ok, and the range is alright. But when we have Thermite, Spike and Lightning grenades, the damage and range of the AoE feels below average. Axions, compared to Arcbolt, Firebolt, Skips and most other branching grenades are very underwhelming. For what feels like the exact same amount of damage, your grenade projectiles travel very slowly, and are extremely easy to dodge, whether by just running away, or sliding under them. And if you are unlucky enough to be hit by one of them when they explode, the self damage is insanely high, and will usually straight kill you, when the other similar grenades are perfectly safe to stand by. Scatters are a meme at this point. They may do high damage on paper, but this is extremely inconsistent in practice. The small cluster explosions don't cover enough area to consistency damage a moving target, and often will miss entirely. Not to mention, this grenade still suffers from what I assume is a bug from Destiny 1, where sometimes after it has been thrown, the grenade will not explode on contact with a surface, and will instead just bounce on the ground, high up into the air. At least in Destiny 1, we had Nothing Manacles to fix the consistency of the grenades, which made them very threatening. Let's go into class abilities. Slowva. When using Slowva class, overcharging Vortex and Axion does make them better. Vortex has more range and damage, which is a straight upgrade. And Axions travel much faster and have a bit more range - which is in fact how I think they should be at their base. I should not have to charge my grenade for 3 seconds upgrade it from mediocre to good. However, I'm not actually sure Scatters are actually better with the charge. They may do a bit more damage, and track enemies, but the branching projectiles travel much much slower, and seem to miss moving targets even more consistently than the base grenade. Bloom is a cool sounding ability, and in certain situations its actually quite helpful. However, these situations are not common, and any weapon with AoE, or Rapid Fire will fulfil the exact same roll, without the need for using an ability, perhaps better used to damage a Major or boss. The melee ability in my opinion is very meh. It barely refreshes half of your grenade energy, when other melee abilities can completely refresh themselves at base, or do far far more damage The super does a lot of damage, but also can be extremely inconsistent, the targeting often chasing the wrong enemy, leading your Bomb away into uselessness. In PvP, close range it can be very scary, but otherwise its not hard to just run in the other direction, and force it to explode on a wall. The class is ok for casual PvE and PvP, but can't really compete at all in high-end activities at all. Devour. The Devour build was a monster in D1, because health regeneration was a rare ability found only on a couple of exotics and an inconsistent weapon perk. Not only that, but with a max Discipline build, whenever Devour was triggered, it would always refresh your grenade, allowing you to effectively always have your grenade on hand, as long as you got a kill with it. Plus, the grenades were much stronger and worth using more. In D2, this ability just isn't special. Every class these days has an Exotic/Ability or 3 that regens your health. Some even grant overshields too. Then there's the grenade refresh. While being able to keep Devour active with weapon kills and by consuming your grenade is a very nice utility, which opens up some very aggressive playstyles and builds, the energy gain usually takes 4 or more kills to refresh your grenade. The melee is very below average in my opinion. All it does is trigger Devour on a kill. No extra damage, or anything on a hit, or any range, nothing. This is pretty terrible compared to most other melees. At least in D1, the equivalent melee triggered Devour and health recovery on hit, which could often save you from a tricky situation. In D2, its a last resort if there is a low health target nearby and not much else. I consider Vortex Bomb to be the worst Super in the game. Excluding Tether, due to its unique mechanisms, Vortex is worse in almost every way to most other 1 shot Supers. The damage pales in comparison to Golden Gun and Slowva. The actual AoE is embarrassingly bad for a number of reasons. Firstly, the explosion radius is deceptively small, I believe effectively smaller than Thundercrash's end slam damage radius, due to steep damage falloff the Bomb explosion suffers. The Vortex effect is nice in theory, but doesn't actually do nearly enough DoT, and is pretty impractical in most situations. PvE AI will usually try to avoid walking into it, and often high health targets may get pushed away from the Vortex by the initial explosion. In PvP, it might give some area denial for a few seconds, but compared to actually killing your opponent, this isn't very good. However, what I feel makes Vortex Bomb so completely terrible, is how horrible it is to actually use effectively. Due to the launch arc, travel time and lack of any innate seeking or proximity explosion abilities, it's almost always a strictly close range ability. However, even at close range, if you are aiming at a target, its very easy to miss hitting them directly, due to the earlier points. Your enemy might move slightly and it will sail past it. The floating animation as you throw it may glide into or behind a wall; even if the wall is behind you, the Bomb can sometimes still explode on it. You often have to shoot it at the ground to hit your target, but here you will lose damage. Not only that, but this is by far the easiest Super to kill yourself with. It's very high self damage, and necessity to use close range will often see you dying to its explosion. Compared to Blade Barrage, Thundercrash and even Slowva too, you have vastly less AoE coverage, much less effective range, and a crippling lack of ease of use all these other Supers have. Devour is a very niche tree, really only good for very specific weapon builds and solo PvE runs. In PvP, while Devour's health regen can catch people off guard, and allow you to get some multikills every now and then, it's still easily countered by Special weapons, and the Super is absurdly bad. Nova Warp. This tree is a shadow of its former self. It's the best in PvP, but that's really not saying much. Handheld has been almost completely gutted. It's original version was maybe a little too good, but in my opinion, Contraverse were the main problem, not this ability. Now, it takes longer than most Fusions to charge, has much less range, and because you can no longer hold it for any time at all, will require you to put yourself in dangerous situations to make sure your enemies are in range. Compared to Shoulder Charge and Weighted Throwing Knife, this ability is unnecessary hard to use effectively. Hell, some Shoulder Charge builds have just as much, sometimes more AoE potential. And then the self damage. I think the self damage is what really kills this ability. It's almost unusable in the air, as if you are travelling a vaguely similar direction as where you want to launch the ability, it will collide with your character model and instantly kill you. This isn't just a drawback, this is completely broken and unusable. Try charging the ability, then double jumping/falling, and throwing it. You will instantly die 95% of the time. And the projectiles will not travel any further than your corpse, as insult to injury. Using Handheld at close range is extremely dangerous, as the self damage will usually kill you if it catches on a surface, or if the opponent is in melee range. The self damage is far too high, and needs to be removed or reduced, to levels matching most other grenades. And there needs to be a fix on how unusable this ability is, in the air. The melee ability is fine. It does great damage, and the boop it does can be handy. In its current state, Nova Warp is just a worse Fists of Havoc. In almost every way. Its durability is meh, its damage isn't great, its range can be pretty bad do the the severe damage falloff, the duration isn't very long due to the costs of blinking and using the explosion, its not all that fast and it can be very finicky to control. Really the only saving grace is the health regen and the fact you can sometimes hit through walls, but even then, hit registration is very weird, and can often miss opponents literally touching you. Fists of Havoc has an initial slam with very good range, no nedd to charge up for a slam, very formidable survivability, the slams seem to have very little damage falloff, it is a very fast Super, both with the sprint and the charge ability, the duration is still very strong, and the hit registration is very consistent, usually. Nova Warp can't really counter other Supers either. It doesn't have enough range, damage or durability to survive at all. Most other roaming Supers will lack range or survivability, but will make up for in damage, or a different area of usage. Nova Warp just lacks. This tree is probably the worst of the PvP centric Warlock trees. The nerfs were far too harsh, and I feel rather unfair. When most other classes or trees received nerfs and changes, they were gradual, and usually the nerf was counteracted with a small buff to another feature of the tree. This tree? Slaughtered.
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#Destiny #rant

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