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#feedback

Edited by Leaf Shimmer: 10/12/2015 4:27:04 AM
24

Bladedancer: highest risk, least orbs

On the PvE side... When endeavoring to crowd control the weak minions of the darkness, Bladedancers are nowhere near as efficient as other supers. With every slash, super is quickly lost, and by the time it has been entirely consumed, you're still surrounded my minions. A Sunsinger would have wiped them all out and a Fist of Havoc or Nova Bomb would have been less risky. When attacking a stronger minion, Bladedancers are at their highest vulnerability against melees (and anything else shooting for that matter) because of high HP yellow bars. Having to stand next to a yellow bar and swipe again and again is a risk no other class has to deal with. Yet, such a kill will only yield two orbs, half the production of other classes. Someone once suggested that Arc Blade stagger minions, which is not a bad idea. That said, it could be argued that Bladedancers produce less orbs because they can act as invisible medics. That is true. However, it is not the only subclass to provide beneficial side effects to the rest of the fireteam. For the purposes of finding common ground, I have assumed in my previous examples that the super modifier perk of choice is Vanish (not Showstopper or Razor's Edge), meaning that Bladedancers can turn invisible at will during an active super. A Bladedancer invisible medic is comparable to the Sunsinger lifeline (if everyone manages to wipe, they can self res and revive) and the Defender health or damage buff (which not only benefits them but the rest of the fireteam as well). Unlike the Bladedancer, though, a Sunsinger can cap out on orbs and continue to deal damage while a Defender, though not offensive, can provide a safe zone capable of producing many orbs. The reason why I chose to compare Bladedancers to Defenders and Sunsingers is because they're arguably the better choices for difficult PvE. On the PvP side... Bladedancers are supposed to be high risk, high reward. Seeing as they can lose both their life and super during its activation, I think they should be able to create as many orbs as the other subclasses. It is the easiest offensive super to counter. Fist of Havoc, Nova Bomb, and Golden Gun will all stop it with relative ease. A well timed shotgun or fusion rifle followed by a melee will stop it and sometimes a shotgun alone will stop it. Snipers will do the trick at a distance. Heavy weapons, of course, work too. Essentially, anything but your primary is a good choice (unless they're at a distance). There's really only like three ways you'll be easy pray to Bladedancers. One, you panic. Two, you're caught off guard. Three, they have Blink. If they have Blink, find the nearest ledge and jump over it. Blink will eventually get nerfed, so... There you have it: reasons Bladedancers should be capable of producing a few more orbs. Edit: Someone replied post-TTK, so I'll update this to say that now that we have the new TTK supers that shine in both PvE and PvP, I see even less of a reason for Bladedancers to not have the same max orb capacity as everyone else.

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  • That's why I stick with night stalker now. I always wanted to be able to make orbs for teammates and was annoyed that I couldn't be that great of a team player. If blade dancer could make more orbs per kill I'd be happy switching between all 3 subclasses. But you just cant. It may be a "selfish subclass but it's orbs we're talking about here. Just wanting to be able to be a team player with all subclasses is how it should be

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    • Honestly Nightstalkers with swords can do everything a Bladedancer does while having a Super that's actually [i]useful[/i]. Sad, really.

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      • The only subclasses that should worry about producing orbs are the support classes... ie: The defender, sunsinger, the new hunter subclass

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        • Bungie has addressed this before (don't have the link) but they stated that blade dancers have other passive/constant abilities that provide just as much use as the other supers. (Invisibility, invisibility, and what was the last one..? Oh yeah.. Invisibilty)

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          • Needs more orbs definitely

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          • Even more worthless than they were pre TTK which was pretty worthless in PVE.

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          • Definitely.

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            • Or up the defense a bit

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            • Maybe you Could make the hunter spawn two Orbs when he turns invisble the first Time.because je willingly sacrificed the aggressive perks for a defensive one. Or You Could give the hunter an exotic armor witch creates Orbs when reviving teammates(Maybe Even more while beeing invisible??) This would make the hunter an ultimate Support Medic

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              • I personally don't care about producing orbs.

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                • Bladedancer is not risky in pvp if you know when to use it. If you activate it and the opponent can see you from a mile away, then, obviously you will be an easy target. If you use it when people have heavy ammo, then you will be an easy target. Super should be used when players do not expect it and that is NOT hard to do. When you do that, arc blade becomes the easiest super to get kills with because you only need to hit players with one melee AND they do not even have to be together in the same room or area. you can make a kill, and run around, look for more people and keep killing, unlike FoH and nova bomb, where the super is just one and done. THAT is why it is a cheap super. Sunsinger and GG are similar, but they are easier to kill and get fewer kills.

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                  • Bump for more orbs

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                  • Golden gun is more or less useless in pve also, even with 3 shots you can't take down a single fully shielded yellow, sometimes with acrophages 4th shot you can take out 1. 1! But even then not always. The hawk mask will definitely get you 1, but it's only one shot. Hunters are definitely the squishiest offensive pve class as far as dropping shit and orbs are concerned

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                    • Use the invisibility for pve. Trust me, it's a lifesaver.

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                      • in pve hunters need a tiny buff, and blade dancing should create one orb per x amount of damage done.

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                      • Agreed, and considering that the other two classes support classes can make so many more orbs it's even more crazy in pve that the Blade Dancer makes squat. A sun singer gets to throw grenades from a far distance and make 4 orbs per major killed and a even the smaller enemies. Kill 5 or 7 thrall and you make one orb but if a defender with force barrier kills 7 thrall they get 7 orbs.

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                        • Eh just double or triple the damage and it'll be perfect

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                        • Bump for more orbs for pve. Nothing more. The blade dancer gets one orb or maybe two for killing a yellow bar?

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                          • Even with alpha lupi you make shit for orbs.

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                            • Least damage

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                              • Bump

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                              • Bump

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                              • Edited by The Dude: 8/4/2015 1:51:37 AM
                                It would break pvp Not that pvp isnt already busted to turd!

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                                • small bump for more orbs

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