In my honest opinion, roaming supers just need to be axed entirely if Bungie isn't going to buff them significantly. Aside from maybe 4 of them, they all suck in PvE.
Especially given that all of our basic abilities have infinite up time, what do you honestly need a roaming super for anymore? Heck an amplified Arc buddy clears ads just as good as Stormcaller and despite all of its buffs, Stormcaller still can't kill most yellow bar enemies without wasting half your super when a grenade can damn near 1 shot them. Heck, the new Warlock slide melee can near 1 shot a champion if he's jolted. 🙃
Why waste you super killing a group of red bars when you can do that perfectly well just by spamming grenades and melee abilities everywhere with a fraction of the cooldown?
Why use a roaming super to fight a tanky enemy when you could use a One-n-done super or better yet, a grenade or a heavy?
Roaming supers were better early on in D2 when our abilities were arguably straight poo and had incredibly long cooldowns but that is very much not the case any more.
Roaming supers as they are now, are just something to spice up pvp but given the meta now to lane and team shoot, they aren't a very good option now either unless you face a team of uncoordinated blueberries.
For those wondering, the 4 decent ones for pve are Shadbinder, Nova Warp, Arc Strider and Hammers.
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由仰空Skypia編輯: 1/10/2023 5:29:46 PMI can't agree more. We have too many ways to damage a single enemy. Against a large number of ordinary elites and small enemies, our grenades and grenade launchers can also handle all this. Even many non-Roaming super can do this, such as Shadow Shot and Silence And Square. So I think we should make these Roaming Supers have unique functionality.
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由WulfPak666編輯: 1/10/2023 5:52:00 PMI think a decent fix would be to have ALL roaming supers dip into their subclass specific "Verbs" as Bungie calls them. Example. Arc) Stormcaller jolts targets on hit, that way you not only prime bigger targets and have them automatically mass wipe the ads near them thanks to Jolts chain lightning, but it'll also debuff them, making them taking more damage from sustained damage like it already does. Void) Spectral blade weakens enemies on hit and on kill they explode like they were volatile. That's incentive to get close and Debuff the big guy while also mass killing all the small guys. Solar) Daybreak or Hammer projectiles scorch on hit and cause enemies to ignite when you kill them. Ad that with the fragments and you can potentially wipe an entire room of trash ads with 1 DawnBlade or Hammer throw while also dealing incredibly high Ignition damage to the bigger guys. I also think Ignition multikills should extend Daybreak so it's actually viable in PvE but that's just me.
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Literally make it do more damage then blade barrage, I want to use celestial so bad but there is no point as long as blade barrage with star eaters exist, I gave the idea to bring practice makes perfect but add it to celestial, with a 30 percent increase on crits and it would be so good. Honestly I wish star eaters only worked with the arc javelin I hate that exotic, it's ugly, it's too good, and makes other exotics pointless
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由WulfPak666編輯: 1/10/2023 6:20:24 PMEasiest thing for ads at least would just be ignition and scorch spread on kill. That would all but guarantee multikills off 1 shot but for beefier enemies I think golden gun by default should just do stacking damage. Say if you're using the 6 shot variant vs a hella beefy enemy or a boss. These are just random numbers for the sake of an example and not actually in game values. 1 shot - 10k + 50 scorch 2 shot - 20k + 50scorch = 30k ignition 3 shot - 30k + 50 Scorch 4 shot - 40k + 50 scorch = 30k ignition 5 shot - 50k + 50 scorch 6 shot - 60k + 50 scorch = 30k ignition So you'd get a ramping damage based on hit and your 2-4-6 shot would get that addition bonus on top of that from the ignition damage. It would be greatly boosted by exotics as well (star eaters, nighthawk) and it would make it better for killing tanky enemies if you don't want to main an exotic specifically for Golden Gun. This effect is essentially what the Warlock Exotic Dawn Chorus used to do before Bungie reworked (and basically neutered) it for Solar 3.0
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I think one thing that would probably help the super is if you could combine the two golden guns together. Then just increase celestial to 9 times power instead of 6. Gives it move versatility if say you had to kill a couple of yellow bars 3 shots on one and 3 on the other or less depending if you hit all crits. I've also thought that one way to fix some supers is instead of making new exotics just combine some together. Less vault space taken up and inventory space being bogged because you NEED everyone of them.