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由Titan Skate編輯: 10/3/2022 11:01:41 PM
28

PvE Super Damage Sandbox Balance Issues

Hello I would like to bring some attention towards the balance of supers and their damage values in PvE activities. Currently there are some outliers in the game that make running other supers that accomplish a similar goal useless. These outliers include: Blade Barrage Gathering Storm Marksman Golden Gun As you can see these are all Hunter supers but I swear that I am trying to minimize all bias and try to look at things logically. Here are my main gripes with these supers. Blade Barrage: Faster charge time than nova bomb/Thundercrash, but does more than a Cuirass Thundercrash and more than 2x the damage of a nova bomb. Gathering Storm: By default does almost the same damage as a Cuirass Thundercrash (while also being ranged), and almost 2x the damage of a nova bomb. Marksman Golden Gun: Can generate 6 big orbs of power without needing to get a kill. This can lead to infinite super chaining. These supers are about 70% even better when paired with Star-Eater Scales, making the BY FAR the highest damage and DPS supers in Destiny 2, leaving no room for competition. I would either like nova bomb, chaos reach and Thundercrash improved to these levels or these supers brought down. There are also many supers that are basically useless in PvE. These include: Day Break Sentinel Shield Fist of Havoc Chaos Reach Spectral Blades Deadshot Golden Gun Storm Trance Day break: Rhis supers damage is pitiful, especially since it is a Tier 1 super meaning that it charges the slowest out of all supers. This super used to be able to extend its duration on kills but is no longer able to, making it very bad for general enemy clearing. Sentinel Shield: This super has something very powerful, which is the 40% weapon damage buff it grants to teammates. However, this super lacks greatly when it comes to solo play as its duration, and damage, are very lacking for a tier 2 super. Fist of Havoc: This super has gotten recently buffed, but it has proven to be not enough. It uses too much super energy per attack to be useful for enemy clearance while doing less than ideal damage. It gains damage by requiring air time on the heavy attack to make it even usable which makes it very clunky to use. Chaos Reach: This super is in an extremely bad spot right now as it does extremely low damage for the time that it forces you to be in the super, even with geomag stabilizers. This super does less than half of blade barrage while also taking 4 seconds to use. Spectral Blades: This super recently got a big buff in PvE for its damage potential. I believe this can still be improved. The main thing holding this super back is it’s very slow charge time (tier 1) and the fact that it lasts a very short duration, especially when attacking. Deadshot Golden Gun: This super makes running ember of combustion mandatory for it to be remotely usable, while also not doing enough damage to minor/major enemies to fulfill its goal of general enemy clearance. Storm Trance: This super excels at clearing low level enemies in regular content but it falls of severely in higher end content as it’s damage is extremely lacking. A buff against minor/major enemies would greatly help this super. Please let me know what you think below and share your own ways of balancing the sandbox of supers

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  • Ok, sentinel is a way more viable option than those other supers you mentioned in pve. It heals itself, has wide sweeping attacks, a projectile, and a block for allies. Detonators clear better than stormcaller and keeps allies alive as well. For the hunter supers, yes they should absolutely be brought down in power. Not because the other classes supers can't compete per say, but they are just so strong that other options within their own class are pretty irrelevant. I do think they'll have to be careful with how they tune them though, cause star eater scales has a requirement to activate vs the other super enhancing exotics not. They've got a TON of work to do on the lackluster mobile supers, but for some of them...their design might just be too bad to really save. Stormcaller is screwed, spectral blades is screwed, dawnblade is screwed, and 6 shooter is screwed. They just don't bring anything valuable to the table another mobile super within their field can't can't already provide. Chaos reach, although people like to talk crap about it, is great for add clear and really overshadows stormcaller. Arc strider is always gonna be better than spectral because of it's one exotic option and kit gearing it more for damage. Dawnblade has to fight against well of radiance, which let's be honest...30 seconds in well with a good fire team could kill so many more than a dawnblade super could by itself. Does this mean they shouldn't buff their damage, no I'm not saying they shouldn't...but they need help beyond damage.

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