There's a lot of talk about nerfing some supers and buffing others. I figured that I'd give my personal opinion on the situation having been at the end of one too many act blades.
In a game like Destiny (or really any combat game) you have your classic two options: fight or flight. When faced with HoS, for example, I know that titan isn't going anywhere no matter how much I shoot him, so I gtfo. Conversely, when I see a warlock in stormtrance, I know that with some quick action and a few well placed shots I can bring him down, even if I go down with him.
My problem with arc blade is that neither of these are a viable option. Hunters are too damn fast to outrun, coupled with the fact that they can blink AND have an incredible lunge range means flight is out of the question. So you stand and fight, right?
Wrong.
Aside from the fact that you're going up against someone who can one-hit you, they're just too hard to kill. Zipping from one friendly to the next makes them hard to hit, and even when you do hit them it's similar to, if not less effective than, hitting any other guardian, meaning that anything short of an explosion (excluding most grenades since they just hop right out of the radius) is unlikely to bring them down.
So there you have it. There are some supers you just run from, like HoS. Then there are those you fight, like Stormtrance. When neither option is available against a given super, you have problem.
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Calling arc blade OP in year 2? Lol. I would have agreed with you (somewhat) if this was year 1, but the bladedancer subclass has been nerfed already. Our grenades have been weakened, there is a longer cooldown on blink and I heard the aim assist and armour on arc blade have been reduced, though don't quote me on that. Bladedancers are not the problem on the crucible at the mo. We have one of the most riskiest supers ever. We need to be in melee range to get any kills, our supers don't have any splash damage and we need to use up super energy if we are to catch up to fleeing opponents (and it is possible to evade a Bladedancer.) Also, bladedancers can be killed easily if you know how. Shoot from a distance and finish off with a melee or shotgun/fusion rifle works well. Shotgun and melee also works but you will trade... Bottomline, you can takedown a bladedancer in a 1v1 situation. Better if theres a few of you together. Granted 1 or 2 of you might die but the Bladedancer will go down. Now... Sunbreakers and their Hammer of Sol is what's OP in year 2. Guaranteed in a 1v1 situation, your ass is getting burnt. A HoS can wipe entire teams in one activation and still have more hammers when the team respawns. They do insane damage as it is, if the hammer projectile don't kill you, the splash sure as hell will. Forget even fighting him, you will only tickle him with your guns. You need to shoot him twice with a Golden Gun (with no Celestial Nighthawk) and it takes about 3-4 arc blade slashes to kill a Sunbreaker HoS. They are a beast in close quarter maps and just as deadly in open maps (as Titans have the highest jump in the game, they tend to jump as high as poss and reign down hammery hell.) Bladedancers are lucky if they get 2 kills in open maps. So yes but no... Bladedancers are fine, hence why there is no upcoming news about them getting nerfed (even more!) You just need to know how to outrun em or kill em. However, HoS is getting nerfed.
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Also, I forgot to mention the fact that arc blade is constantly lagging kills so that you think you missed and either hit them multiple times or you die with them. This could be my internet but I really doubt it since I have no other problems with lagging besides the occasional bang bang shotgun kill and death that everyone knows and hates.
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Speaking as a hunter who routinely used blade dancer in the crucible, I partially agree with you, but not totally. While it is fairly easy to lunge at an enemy and kill them and then lunge for another who is close by, the arc blade isn't splash damage like HoS or nova bomb etc., you have to use up a good part of your super each time you lunge strike. The most swipes you can get is maybe 5. Also, you had a problem with not being able to run away like you could against a Titan. I don't think that's true at all. If you get a head start and are smart about it, the bladedancer would have to use up several of its swipes just to catch up and kill you, so it is left with little super energy left. You should definitely consider the fact though that it has no splash damage (unless you use the crappy wave perk) unlike several other supers, so you can only get one kill per chunk of super energy. Obviously the bladedancer is a great PvP super for things like control where the enemy is all grouped at a zone, but that's what's great about it. See the HoS would only take 1 or 2 hammers to kill say 5 enemies in a cluster, but bladedancer takes the whole super. This is clearly an extreme case but it goes to show that it isn't really that OP if you stop and think.