All right, so, here goes. As a titan main, I feel a bit forsaken by the new subclass trees introduced in Forsaken and I know hunters who feel the same. The DLC itself is stellar in most respects and overall I am thrilled. But this nagging inadequacy in potency in comparative to Warlocks that many of us feel is kind of a drain. That is too say, we feel shafted, big time. I will mainly be speaking for titans here as I am a titan main and I think we got hit harder than hunters (though perhaps I may be prejudiced). As I'm sure you guys at Bungie, if you're reading this, have a great many of these types of posts to sift through I'll summarize the crux of my grievance in one short phrase and you may continue reading for more exposition of, and solutions to, this problem I have perceived.
So, what I believe to be the root of the issue is that down there at Bungie Studios the team is attempting to create a mage class in Destiny with warlocks, yet all three classes are mages. Destiny is not like WoW or any other full-scale mmo where there are legitimate, entirely magic-free classes. Rather, Destiny is unique in that it offers three mage classes (Thicc mage, thin mage with robes, thin mage with capes) that embody three unique philosophies that achieve different goals but should, in aggregate, all provide complementary and ultimately invaluable support to one another. This is not the philosophy that you, as a studio, have taken, as it currently seems. Instead you have chosen to consistently inject one particular robe-wearing class with essential and game-changing traits that leave other classes lacking in effectiveness and viability.
Exposition
This problem might sound nuanced but it really isn't. The issue, as well as the solution to it are both very simple. The issue being that Warlocks are simply too flexible. Let me explain. Warlocks can accomplish just about any task with the click of a button. Need to max DPS in PvP? Choose Dawnblade, the best PvP super and a stellar mob clear super (arguably even better than hammers at the latter due to super regained on kills). In PvP I suffer as a titan challenging Dawnblades as I can't soar through the air at light-speed, after this most recent patch my hammers appear to be even slower than the blades and the blades have tracking, wonderful. Oh, and long after I'm dead the dawnblade will still be active as he gets a large portion of super energy back on getting kills with the easiest super to get kills with in PvP. It's one thing to handicap a clearly overpowered class as hammers was in the first Destiny but it's another to strip that same class in Destiny 2 and supply another super with all the benefits of the previous super and also supply it with a hell of a lot more in the way of potency. Need top tier boss DPS? Just Kamehameha at the boss with arc energy to effortlessly out-dps all other classes. Do you also want to ability spam with the same class? Just sit around and wait for some new space-magic called "lay-line" energy to approach and make itself available to you. Titans on the other hand have to waste an exotic slot (like Hallowfire Heart or Heart of Inmost Light) to achieve lesser ability spam. Warlocks are now freed up to use any of the plethora of excellent exotics at their disposal like Claws of Ahamkara to get two of the ranged melee charges warlock have in this very same subclass tree that are superior to the dinky little hammer I have with burning maul and hunters' throwing knives; or even apply Geomag Stabilizers to get even more DPS out of the Kamehameha in PvE or PvP. Two tremendous bases, PvP guardian damage, and PvE enemy damage covered by Warlocks, easily. As well as great ability spam potential and great abilities, period. Hammers haev had their hay day, it's springtime has passed.
Let's now turn our attention to the good 'ole bubble. A now, saddened, shaking old man who has been replaced by a new contender in his prime, Well of Radiance. Which, by the way, now has an exotic which practically guarantees it's immediate return upon activating known as Phoenix Protocol. Bubble, which once thrived as a support class is now rendered all but irrelevant because the capability, it seems, of selecting between weapons and blessing of light as a subclass intrinsic was too much to ask in this super but both available at the same time (minus blessing technically but the radius of Well of Radiance is large enough and the overshield powerful enough to render blessing unnecessary anyway). Furthermore, benevolent dawn allows for ability spam as a subclass intrinsic as well. This ability spam which seems to be intrinsic is absurdly powerful as the all classes are equally reliable on their abilities and the game, especially in the upper eschalon of PvE content. As a titan, I can't help but feel a abit gutted by all this.
What do I, a titan, have to look forward to when I log in? Well, I haven't unlocked the new sentinel but it looks to be more promising than the other two duds. Still, so did the other subclasses until I got my hands on them. Let's examine them a bit to see just how and why they lack. Starting with the new Sunbreaker, Burning Maul, in PvE the boss damage sucks but mob clearing seems adequate. In PvP the super seems to have even worse hit-detection than Sentinel and I receive absolutely no bump in speed in order to allow me to be able to close gaps like Dawnblade, a bloody tracking, ranged super that can still close gaps like no other. The small hammer is nice for health regen but still far less useful than one-hit shoulder charge.
Striker suffers the most. The super is great in PvP but the neutral game and PvE capabilties are awful. Impact conversion rewards downright pitiful amounts of super energy, especially in PvP (that isn't to say that it fares well in PvE - it's awful here too). That perk where you slide over ammo and get a damage buff, Inertia override, doesn't last long enough Bungie. 4-5 seconds for a SUBCLASS intrinsic ability is pathetic. Kill clip should not outlast this perk, what atrocious design. Sorry, that one especially gets me riled up. But do you know what get's me even more riled up? THAT BALLISTIC SLAM DOESN'T TAKE GUARDIANS OUT IN ONE HIT LIKE SHOULDER CHARGE DOES! WHY IS IT INCAPABLE OF DOING THIS? I'M GIVING UP MY SHOULDER CHARGE FOR THIS PIECE OF CRAP THAT DOESN'T AWARD THE SUPER ENERGY IT PROMISES TO AND IS UNABLE TO KILL GUARDIANS!11!!!11!!!
I'm sure I'm missing quite a bit but hopefully the message is clear. Significant re-balancing of subclasses is necessary.
Solutions
As you will find, nerfs to warlocks are not a part of any of my objectives.
For any ground-based supers: More speed and more health is necessary. If I get a kill with hammers or fists of havoc or sentinel return some super energy back (a significant amount, not the paltry quantity you get with bottom tree havoc) or have that energy translate to a faster super regen or bulk of energy towards the next super I cast.
More super health is optional, though it would be nice.
For hammers: Add a tracking value and allow one shots of Dawnblade as dawnblade moves too fast to hit much of the time and even if a shot connects, they fly right passed the fireballs on top tree. For this, I'd suggest allowing the hammer super from bottom tree to one-shot dawnblade.
For fists of havoc: One way or another this super needs to extend it's duration or be allowed to be cast more often. Some examples of how this could be done are outlined above.
Sentinel: Shields need to be super quick, I mean captain america quick, and there should be a way to shoot some form of void projectile while guarding (for lesser damage of course). Sentinel should act as devour, if a shield throw or shield bash kill is secured, some health is returned.
Bubble: Delete helm of saint 14, delete it. No joke. Its exotic perk and shield health bonus should be intrinsic to bubble. It'll add some utility and viability to it as a legitimate option. Okay, maybe keep the blinding perk specific to the exotic but I wouldn't recommend it. ; )
Thundercrash: Inertia override needs to last for 10-12 seconds. Impact conversion in PvE needs to be at least 2x more lucrative. In PvP just beat the slider off with a crowbar and just ka-jigger that puppy to turbo, it literally does nothing right now. Buff the slam damage in PvE, please? For single target damage mainly.
In General(Universal to all classes): Allow selection of specific melees, perks, and supers up until a cap of 4. Allow me to create the class I want as a way of self-checking and self-balancing against overpowered trees. Let bubble be selected as a main super. If bubble is selected as a main super instead of an optional side super, give it weapons of light along with the buffs outlined above.
Thanks,
PinheadLarry
(Battle.net)
P.S. Blessious, if you see this, it was me.
English
#destiny2
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God you have a serious problem w warlocks don’t you? 😆. What.. don’t remember the days in D1 that all u had to do what throw a hammer at a warlock to kill them instantly? Especially in super? I have many clips I can send u my dude of me getting 1 banged IN MY SUPER by a titan. So please. Find it highly amusing that u complain about literally everything a warlock has. Geomags, well of Radiance, crown of tempests, etc. Your underlying goal wasn’t to provide feedback or whatnot but to secretly hint and wish that YOU want warlocks to be rendered USELESS.
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1 ReplyEdited by BADMAGIK: 9/22/2018 4:51:31 PMHunters are the ones that need deleting. #nomoreemos
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12 RepliesEdited by Jio: 9/22/2018 4:52:00 PMEDITED: The part in spoiler shouldn't be considered. It's not a well thought out response, but feel free to comment on it anyway. [spoiler]I'm not sure anyone would really agree with you. It really just sounds like you want Warlocks to be rendered useless even though Hunters and Titans are in a pretty good spot right now.[/spoiler] Blade Barrage is arguably a better Nova Bomb, and I'm not even envious about that. Spectral Blades does need better hit detection but so does any melee oriented super or ability (swords are iffy too at times). The Twirl Poledancer is weird but, idk what they can do about that. Hammer of Sol vs Daybreak is debatable. In both subclasses, one path is used far more than the other for a better super while the better Sunbreaker path also has Melting Point whereas Attunement of Fire only has the traits for an improved super but is otherwise pretty bland. Ward of Dawn and Well of Radiance are far too different to suggest that WoR is the new WoD. The Well does not provide damage reduction and suffers from the same problem D1 Ward of Dawn had where it was easily counterable by literally every other super. I can't really support your complaint if you are serious. Titans definitely didn't come into Forsaken being weak and we're pretty strong all through the lifespan on D2. In D1, Defender was the best pve class hands down, and Hunters became second best thanks to Shadowshot with Warlocks hardly being necessary since a team of three Defenders and three Nightstalkers was always going to be better than any team with even just one Warlock. Now? Everyone is in a decent spot although some things could still see improvement. The underused subclass nodes and weak abilities could use reworks.
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14 RepliesTldr Titan mains have no right to complain anymore
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I only agree on the Slam part for thunderfall crash, because i don't normally use Sentinel almost never do nor will.