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《天命2》

討論《天命2》的所有事情。
1/29/2021 9:08:43 PM
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Improving striker, sentinel, hammer of sol and burning maul.

I'm referring strictly to the supers and nothing else although I will be specifying the trees due to how vastly different each one performs in super. Sentinel: [spoiler]Sentinel across the board is a very good super. It has high armor, an energy free ricocheting projectile, gap closing light attacks and a block that makes you near invulnerable to every attack. This super, in both pve and in pvp has incredible power and potential that suggesting buffs for it is hard, but it does have some minor things that hold it back that make a big difference in how consistent or effective it is. 1. Increase the pve damage of the second hit in the light attack when on the ground. Nobody attacks with this super on the ground because the aerial version is vastly superior for both damage and energy efficiency because it gets straight to the main factor it's strong for, the bash. 2. Slightly increase the speed of the second hit on the combo on the ground. The second hit is just a little slow for a follow up attack and combined with it's inferior damage to the aerial combo you feel not only weak, but sluggish. 3. Slightly increase the hitbox of attacks except shield toss. Every titan knows it, you know it, the sentinel super is notoriously inconsistent with it's attacks in pvp and I think a little tuning to the hitbox will go a long way. Sometimes it kills things it shouldn't have and sometimes it whiffs a single target multiple times point blank due to latency. A better hitbox would help that problem greatly. 4. It's duration. It's light attacks with the recent addition of them making the block take energy on activation can make the super drain pretty quickly. People for the LONGEST time have been using the alternate attack that for whatever reason takes no energy and at times it still doesn't feel sufficient due to it's duration. First fix that, but then give it like 1-2 extra seconds of duration. [/spoiler] Striker: [spoiler] Ah striker, you used to be the behemoth but now-a-days behemoth is just a faster, tankier, more lethal version of you while also being way cooler (no pun intended). It was a very good super in year 1 of d2 and juggernaut with it's insane rework had it sitting at the top for a time...but now it's feeling outdated due to it's infrequent tuning and because of it the super itself which was known for it's slams has become one that spams the shoulder charge. 1. Increase the radius of the power attack not including the activation slam. It really struggles with fast moving targets and with targets in the air. It's radius, unlike year 1, is just not sufficient for the energy it takes and it's fall off it receives makes it so unbelievably inconsistent for pve and pvp. Latency is a nightmare for this super and springy hunters, floaty top tree Dawn's and slippery behemoths chew this super up and spit it out when trying to use it for anything but it's light attack. 2. Increase the pve damage of the power attack, redistribute some of terminal velocity into top trees pve slam damage. You ever see an attack that takes a quarter of your super bar only do a third or half the health of a woefully under leveled orange bar enemy, because that's what the power attack does. It is an absolute joke of an attack in pve for the amount of energy it costs and the only one that does damage, which is top tree, is because of an effect you can't even consistently fully use. Top tree's slam can only do good damage to targets if you get a good jump in first which is fine, but rather inconvenient. The fact that it's been so stupidly underpowered for so long is saddening and frustrating to see when the power attack, which is what it's NAMED after, is the worst part of the super. 3. Adjust the height needed for the final tier of terminal velocity. It's a perk on top tree that requires height to make the slam deal more damage, but without using increased height lift or another object to jump off of, you can't use it's maximum potential. A full height strafe lift should be good enough. 4. Decrease the energy cost of the light attack on top tree. You can use it 7 times or the power attack 5 times if you include the activation slam. That's not good enough for today's standards. At least 9 should be available if I spam it from start to finish. [/spoiler] Sunbreaker: [spoiler] I'm just going to get straight to what I want them to do because it doesn't really have many faults due to it's simplistic design. 1. Decrease the energy cost to throw a hammer from ~13% (you can throw 6, but almost a seventh) to ~11%, decrease sun Warriors buff to keep it's current max hammer tosses in line with what it is now after buff (I don't want it to throw more hammers than it currently can with sun warrior, just be less dependent on it). It has a fine duration but it's energy cost leaves more to be desired. 6 tosses at base compared to other options, even with greater potential power, just seems more limiting in crucible now compared to d1 where they could one shot supers or in d2 where players moved much slower to where the embers or sunspots could easily clean up in one hit. In pve, this allows top tree to get out some more damage and cover a better area which is something it's honestly lacked. 2. Increase hammer damage against majors and mini bosses (are ultras minibosses?) in pve. Even with 7 hammers, I feel like this super would still be lacking against targets like champions or even orange bar knight level enemies. 3. Increase the speed at which top tree generates embers. Let's say it takes 30 meters to generate max embers, make it like 25. Basically can't even use it's max embers in pve or pvp unless you snipe a target.[/spoiler] Burning Maul: [spoiler] Strong grounded super that has incredibly high damage and energy efficiency, it suffers in our current pvp sandbox because enemies just hop around it, freeze it, or run from it and map geometry doesn't help it one bit. 1. Reduce damage fall off on the power attack projectile explosion, but decrease the tracking strength. Burning maul was at it's best after its first real buff that made it near impossible to avoid in the air. After it's nerf, it's consistency is random at best and at times immensely frustrating to use. Players kissing the explosion only lose half health because latency saves them as they move upwards and sometimes it just does nothing to them at all. With this buff in place, it would be FAR more consistent with dealing with targets but then we are back at square one where it was just a cheesy slam spam fest. With a better vertical hit box and better hitbox in general, I think it's ok to reduce it's tracking strength to require more timing and accuracy with it so that it's not mindless and doing all the work for you. Not to it's forsaken launch tracking, but somewhere in between where it is now and that. 2. Increase power attack projectile pvp explosion damage from ~210 to ~220. In iron banner or trials, light level advantage not that high literally keeps you from dying to the supers strongest and only consistent method of killing players. First hand experience with this was incredibly infuriating and it makes no sense at all. [/spoiler] Keep in mind when I'm saying this, that I'm not intending for the titan supers to one up the other classes, but more so sharing my experience with them and how I think it would be best to improve them going forward. I don't have enough experience with the other classes to notice minor things that may be holding them back like I do on titans as its...really the only class I play so please don't hold it against me when I don't do it for the other classes. Not to mention typing this out takes like an hour and a half due to not only thinking about what I believe is a fair solution, but to...just type it out on my phone. I don't write something up over time, I do it in one go.

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