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原先發佈於: GAMBLERS DODGE NERF
由Eatz編輯: 6/8/2025 9:12:22 PM
13
Based on the fact that you can have multiple stats be close to if not AT 200, is it just me who thinks hitting 70 in a stat sounds extremely easy?
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  • [quote]Based on the fact that you can have stats be close to if not AT 200, is it just me who thinks hitting 70 in a stat sounds extremely easy?[/quote] Yeah, but you also probably don’t wanna be investing more stats into something you aren’t building into when they could be going elsewhere. The problem honestly isn’t gamblers dodge losing the melee refund, it’s that gamblers dodge only refunds melee and no other class ability will require you to build into a stat other than class ability to use properly. Well I guess star fire protocol rifts will, since the recharge is applied to those ability gains too. I’ll be reserving full judgment for when I get to play with it. Leaning towards wanting an additional perk being added to gamblers to compensate.

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  • 由Eatz編輯: 6/8/2025 9:22:25 PM
    The way I see it, the new system is way more customizable and allows you to have way more control over your builds, at the cost of the system requiring WAY more investment, which isn’t totally bad IMO.

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  • [quote]The way I see it, the new system is way more customizable and allows you to have way more control over your builds, at the cost of the system requiring WAY more investment, which isn’t totally bad IMO.[/quote] That’s all very true. And the ceiling is way higher than the current system. Anything above 70 will be faster than it is now. The biggest thing will be having to balance your pros and cons cause there’s no useless stats that you can ignore with no issue anymore. The only issue with the gamblers dodge change is that the dodge has no function other than that. For pve that is. So needing to build into two stats for an ability to function unlike all other class abilities feels a bit wrong…

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  • My understanding was that 70 Melee was required for a complete refund like it’s current functionality but less than 70 would only refund a percentage. I’m also curious as to why Hunter mains think it’s balanced to completely negate a cooldown for free? I’ve had this discussion before because I think Gambler’s melee refund has been an issue since it was introduced (and why a lot of Hunter builds become so broken) and I’ve never really gotten a straight answer other than “it’s fun” or “that’s how it works… why shouldn’t it?”.

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  • [quote]My understanding was that 70 Melee was required for a complete refund like it’s current functionality but less than 70 would only refund a percentage. I’m also curious as to why Hunter mains think it’s balanced to completely negate a cooldown for free? I’ve had this discussion before because I think Gambler’s melee refund has been an issue since it was introduced (and why a lot of Hunter builds become so broken) and I’ve never really gotten a straight answer other than “it’s fun” or “that’s how it works… why shouldn’t it?”.[/quote] I get broth sides of the argument. 70 is required for all energy refunds to match what they are now. Going higher means more energy. The problem ain’t negating a cooldown, it’s that gamblers dodge now requires you to build into two stats instead of one to get the full effect. Imagine if empowering rift buffed your damage based on the weapon stat or healing rift healed you based on your health stat. Now on the other hand yeah, hunters with gamblers dodge have been able to ignore the strength stat for years. Game balance wise, this isn’t really a big deal, especially with hunter melee abilities tending more towards utility rather than damage. It doesn’t however disrupt the new stats system by allowing hunters to pretty much ignore a star with no penalty. My solution would be to just stick to what bungie is doing, but also add some sort of additional functionality on top of what it will be doing so it feels more viable. Like how they buffed rally barricade in the past after nerfing the auto reloading.

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  • I’m not opposed to something like empowering rift requiring some Weapon stat investment. They can play with what it should cost but nothing should be totally free… there needs to be tradeoffs or the free stuff becomes the default choice.

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  • [quote]I’m not opposed to something like empowering rift requiring some Weapon stat investment. They can play with what it should cost but nothing should be totally free… there needs to be tradeoffs or the free stuff becomes the default choice.[/quote] It’s a slippery slope, cause then at that point, why even have a class stat if you also need to build into another stat to use your class ability properly? The trade off is already having to build into your class stat. If you want to scale the effectiveness based on that, it’s fair.

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  • Slippery slope definitely…. And I could get behind requiring large class ability investment (150+) to get the full refund effect on Gambler’s. I guess I just also find it strange that Hunter has gotten a melee refund for basically free since D2 launched and yet Titan is the “melee” class and doesn’t get one without a specific exotic🤷‍♂️

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  • [quote]Slippery slope definitely…. And I could get behind requiring large class ability investment (150+) to get the full refund effect on Gambler’s. I guess I just also find it strange that Hunter has gotten a melee refund for basically free since D2 launched and yet Titan is the “melee” class and doesn’t get one without a specific exotic🤷‍♂️[/quote] Well hunter melee is utility focused when the titan is damage focused, so it’s a lot more balanced to have a hunter chaining melee attacks than a titan, hence the consecration debate. 150 is steep to have an ability work utility wise. The additional star point above 100 should be bonuses, not essential functionality. Personally I would add functionality to both gamblers dodge and marksman dodge. Like if marksman dodge added to your weapon stat for a short duration after using. That way having your gamblers dodge hit with what is essentially a nerf would be less impactful on player sentiment. Marksman just needs a bit more and has for a while now. Not really too related to the gamblers dodge situation. Similar reworks to other class abilities too would be great. Like honestly who uses empowering rift?

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  • I have no doubt that’ll be hotfixed, it essentially makes GD useless. My only issue is that people will just dump health (and maybe class) and stack supers and weapons.

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  • [quote]I have no doubt that’ll be hotfixed, it essentially makes GD useless. My only issue is that people will just dump health (and maybe class) and stack supers and weapons.[/quote] My current build utilizes the Galanor class item, so I wonder what kind of impact intellect will have on that. I might be focusing on class then super and then weapons. For boss dps builds, I’ll do weapons and then super, unless focusing super first proves to be better.

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  • 1
    You can get 1 - 2 stats to hit 200 leaving the other stats extremely low if you go for 2 at 200. So depends how you build.

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  • So I can have massive super and weapon damage at the cost of having larger cooldowns on my abilities? Seems like a fair trade off. Not to mention, health sounds like a dump stat. And personally, as a titan, so does class. Doesn’t sound like it’ll be an issue, especially since anything above 70 for grenade and melee will be FASTER than it is at 100 currently. Sounds like a net positive to me, just a little more convoluted/complicated.

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