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5/19/2016 6:16:26 AM
54

PVE super buffs needed (all classes)!

Okay so I did some testing around doing heroics and nightfall this past month on certain subclasses and can say for sure that these subclasses need a PVE buff. It seems that all anyone uses in PVE are support classes like Defender, Nightstalker, and sunsinger. There's no variety in the game as it stands for PVE. Golden Gun- this for sure needs a PVE buff. Celestial nighthawk is great don't get me wrong. But the base super is so weak in PVE it's just an embarrassment. You can't even kill a red bar knight in one hit. Much less a hallowed night. An entire clip from a primary does more damage then the super itself. Bladedancer- this super is just a joke. On top of the awful hit detection the duration doesn't help on allowing you to kill any adds. Two shots from a mid-impact sniper does more damage then the entire super. That says something. The entire super only brings a hollow night down to 1/4 - 1/2. Fist of havoc/ nova bomb- underwhelming as it stands. These should at the least take down a hollow night in one blow. There's no argument needed. I've tested damage in this game and have seen that grenades do more damage then the supers themselves. Sunbreaker- In a good spot as it stands in PVE, surcharge should be doing more damage. Stormtrance- best alternative super in PVE right now. Good for clearing adds in short time. It's long duration allow for mob clearing easily. Could use slight damage buff in PVE. Supers are supers and should be treated as such in PVE.
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#Destiny #Classes

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  • Edited by Soul_Eater_42: 5/21/2016 12:45:51 AM
    Too bad Bungie has placed all priority on keeping the PvP players happy. They should just get rid of one or the other because they clearly can't manage both modes correctly.

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    • Edited by Maulecule: 5/20/2016 5:19:07 AM
      BLADEDANCER - consecutive hits do more damage. So, first hit does normal damage, then each consecutive hit does 2x, then 3x, then 4x dmg, etc.

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      • Sunsinger isn't exactly a support class... They should replace Viking Funeral with a Melting Point type perk that activates on melee outside of super but activates on melee and grenade while in super.

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        • As long as the PvE buffs do nothing to change the PvP supers. I'm good.

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          • Actually, they don't. If you test them against at or below level enemies, you'll notice that they're plenty powerful. The problem is that almost all the activities now that are worth doing are level 41 or 42. While light level is a consideration, it doesn't compensate for being one or two levels below your enemies. There's a severe damage reduction there. For all the complaining people do here, no one seems to bring up the right issues.

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            • Too bad this is one of the few pve posts and pvp is way more popular in first person shooters, so nobody cares, sadly.

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              • Kinda weird when I my grenade does more damage than a super, just saying bungie

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                • Ever since this last nerf though the stormtrance duration is garbage.

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                • Bump

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                • The only thing you are wrong about is bladedancer, striker, and nova bomb. I've killed a hollowed knight with all of these before.

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                  • I feel like the only sane person, the only super that is weak is blade dancer.

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                  • Bungie should just buff all supers it won't really affect pvp anyways since most supers are one shot kills

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                  • Nova bomb hit-detection seems to be malfunctioning for me... anyone else experience this?

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                    • Bump

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                      • Agreed I rarely use them in pve (not as effective as gunfire) and they should feel more powerful

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                        • Edited by ClearBEny: 5/20/2016 4:34:22 PM
                          Uhm, no. We are not buffing stormtrance.

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                          • Bump

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                          • GG should be Nighthawk as Default. You get One shot and it has Keyhole defaulted into it. If you kill 2 or more enemies with the Bullet you gain a 2nd shot. OR Increase the Damage for GG as it is now and if you get three Kills you gain a 4th and refills your Super energy to give you more time for that last shot. Blade Dancer : Fcking sucks now. The Razor edge must've been Ninja Nerfed severely. It travels maybe 5 feet and is weak as shit. I used it on a Vandal and nothing. Then in Nightfall I used it on a Shield Cabal at the end and nothing. But it does seem like the damage for the Blade was increased. Did lots of damage in PoE Round 3 last week and I was 318. Voidwalker : Nova Bomb needs major buff.

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                            • I completely agree.

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                            • Submitted below are a few suggestions for addressing the issue you have brought up. Note that none of these changes should in any way affect the PvP portions of the game that the sandbox team clearly favors at the expense of all else. [b]Golden Gun[/b] Golden Gun deals precision damage against all targets. The modifiers for basic mobs, majors, and ultras are x2/x1.5/x1.3 respectively. This has certainly been asked for enough. Interestingly, the base mob portion of this is already in the game. The numbers are always displayed in white, but head shots show twice the damage value of body shots. Again, though, it only works on basic mobs. [b]Arc Blade[/b] Targets struck by Arc Blade receive a Guard Break debuff. This debuff lasts for three seconds and is refreshed by subsequent Arc Blade hits. Targets afflicted by Guard Break receive 50% additional damage from Arc Blade. [b]Nova Bomb[/b] In addition to the splash damage from detonation, Nova Bomb deals impact damage when hitting a target directly, much the way that rockets do. Impact damage is set on par with the damage at the center of the detonation such that a target hit directly will take twice the damage of a target standing immediately adjacent. Lance and Angry Magic now actually serve a purpose! [b]Fist of Havoc[/b] The base attack power of Fist of Havoc has been reduced by 33%. In addition to its base damage, Fist of Havoc deals damage equal to a percentage of a target's total health. The percentages for basic mobs, majors, and ultras are 50/35/10% respectively. Percent damage falls off from the center of impact in just the same way that base damage does, and damage falloff is adjusted so that the PvP performance of Fist is unaffected by this change.

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                              the problem is that bungie grouped PvP and PvE together so when bungie nerfed everything because of PvP it ruined all but 5 subclasses for PvE. they should have somehow created different stats for the supers for PvP and PvE. but its too late they aren't going to do something big like that now, destiny 2 hopefully.

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                              • Idea... If any PVE activities involved you are granted a boom! Something that brings PVE to PVP level! Simple done! Why not Bungie! Don't get me started on matchmaking!

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                              • https://www.bungie.net/en/Forum/Post/204460142/0/0 I made a few suggestions, take a look?

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                              • Sun breaker in a good spot? Lol did you even test it? It's about as useful as bladedancer. Takes 2-5 hammers to kill a major

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                                • "We will implement them sooner"-Every Bungie Dev Ever

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                                  • Edited by evomichel: 5/19/2016 6:49:11 PM
                                    We will be buffing them, by 0,014% on next patch. Deej Out!

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