* Update Link (https://www.bungie.net/en/News/News?aid=14083)
First off, I would like to mention I (and I'm sure many others) appreciate what you have done with the Titan as a Class overall.
I feel however the changes you have implemented exclusive to Defender (instant melee and grenade recharge on Super cast) will do little to change the numbers relative to the other Titan Subclasses. I will get into this very shortly.
As I was reading the update this was one of the key things which caught my attention, and which I would like to discuss further:
[quote]- As you can see, the Sunbreakers (Solar Titan) average KD is high (~1.06), while the other Titans are in the basement. **For the Defender (Void Titan), that's actually okay, because they're intended primarily as a support Class.
- Teams with Defenders fair significantly better[/quote]
I feel that was a poor foundation to base upon how you and the Sandbox Team decided to improve upon the Defender Subclass. I will try my best to convey why.
Now, as I see it, there are two ways of using Ward of Dawn:
* [b]Support[/b] - placing your Ward of Dawn in-between your friendly spawn and an objective with Blessing/Weapons of Light. Your team will run through it and pick up a passive buff and will be out of harms way.
I believe this is already fine, and probably the best way to utilise Defenders overall at the moment. But this isn't my gripe.
* [b]Secure[/b] - placing your Ward of Dawn directly on an objective using Armour of Light. Securing the objective as fast as possible. This can be successful at times in general Crucible play. In a casual game of Control your opposition may simply avoid it. Which is a viable counter unless your Ward of Dawn is placed on an Objective - in which case the Defender has won: the Defender has secured the objective. Another way this method can play out to your advantage is if your opposition is courageous enough to take you on inside one at a time. This is more common in casual Crucible play.
However, this method and these strategies in general are very hit and miss in competitive team play (in essence two full Fireteams of six) and is [b]very[/b] rarely an option teams consider if they are looking to win.
Why? Because of how easily this is countered. Coordinated teams don't play like casual teams. For example, they may come in from multiple angles simultaneously. In which case you are almost guaranteed a swift death.
The other popular way for people to counter this usage of Ward of Dawn is simply with a Super - usually resulting in you, your Ward of Dawn and nearby teammates demise.
Any Defender will tell you how underpowered they have felt when they have put up their Ward of Dawn over an objective, just to get struck by a Nova Bomb mere seconds after - usually decimating both the Titan and the Ward of Dawn in the process.
I have a few ideas to remedy these issues, which I'm sure will be disagreed upon, naturally.
* Allow the Defender - and only the Defender - to shoot from within their Ward of Dawn, be it through an Exotic Auto Rifle (Auto Rifle in particular as the Auto Rifle archetype doesn't deal in extremities) or come as a bonus through using Armour of Light - reason being if a Titan decides to come running after you, they won't have a passive buff from their Ward of Dawn to help them secure the kill and thus this can be more easily avoided by simply avoiding the Titan's field of vision and turning on a Titan in pursuit.
This buff would help prevent being overrun in your Ward of Dawn and get people to use their Super against you more wisely. It will also lend this type of play as more beneficial in non-objective game types (i.e. holding down a high traffic area).
Shooting through the Ward of Dawn has always been a frequently entertained idea and I'd like to say relatively 50/50 in terms of for and against. However, implemented like this I feel like the majority of players will agree this to be a suitable buff to the Defender Subclass. Whether this is true or not remains to be seen. Moving on to my second idea...
* Add a perk or Exotic Armour which simply makes Ward of Dawn better when dealing with hostile Supers.
Maybe it can take two Supers? Perhaps when a Nova Bomb (something which would usually neutralise the Ward of Dawn) is unleased upon the Ward of Dawn it will absorb the impact and the Ward of Dawn will discharge this energy, killing any nearby opposition at the expense of the Ward of Dawn itself.
At this point I'm probably just letting my imagination run wild and maybe getting a bit carried away. There are a lot of possibilities. A lot of solutions. I just hope someone at Bungie reads this and gets back with Sage and the team in hopes of getting Defender buffed further.
Now I haven't even mentioned the Defender's neutral game. But all I feel that needs to be said is to make room for one or two bonus passives by combining older perks which are underused (for whatever reason that may be).
P.S. Please change the description of Ward of Dawn
[quote]Shape Void Light into an **indestructible shield** to protect you and your allies from harm.[/quote]
We all know this not to be true! :D