Bladedancers- the cqc Arc-infused Hunter glass cannons. They should have very weak defense in exchange for very strong offense.
But right now just about everything about them is weak. All of their advantages- Arc Blade, Arcbolt, Quickdraw, Blink, were nerfed. And they really didn't need any changes other than the original super nerf.
Anyways.
Arc Blade, the most offensive looking super in the game, is only used for Vanish/ reviving in high level PvE. Try to take out even a single Knight and he'll just smack you in the face once, then you're dead. As for PvP, it is countered by a single shotgun which has more range than Arc Blade and hit registration that works. It's also countered by just about every super- I'm not going to complain about that though, if Arc Blade actually had kill potential it'd be a fair tradeoff. So here are the changes that will make Arc Blade able to kill people.
1. Razor's Edge- intrinsic. So you can engage enemies in PvE without getting whacked to death or being forced to use this modifier. As for PvP, it's actually really easy to dodge Razor's Edge. Unless you're hard charging with a Shotgun. This creates counterplay. Also, Arc Blade is currently the only super which is melee-only without modifiers. It's got no AOE and negligent damage resistance. Compare this to... another super... [spoiler]Hammer of Sol[/spoiler] and you'll see that this other super:
-has range by default
-has aoe by default
-health regen, like Arc Blade, only better
-Lasts longer (I don't have the exact times)
-damage resistance
-Has a melee alternative that does a shitload of damage to Bladedancers
-Speed is an advantage of Arc Blade? Just skate and use this one specific unnamed exotic chest.
So that's why Arc Blade needs range- just a little bit- just Razor's Edge.
2. Encore, in Razor's Edge's slot. This is intended as mainly a PvE buff- Encore + Hungering Blade makes this a more effective mob destroyer.
3. Arcbolts were nerfed, so Bladedancers are left with a subpar selection of grenades. Arcbolt and Flux are just generally not as good as their solar alternatives. And I think Bladedancers just have two grenades. No idea what happened to the third. I guess Bungie forgot it.
Anyways. In Encore's old slot, give the one half of Lucky Raspberry's exotic perk which increases Arcbolt range. I don't think this should stack with Lucky Raspberry itself.
This would make Arcbolt a more effective opener/closer, but with lower damage overall than most grenades.
4. PvE only buff- hits with Arc Blade always stagger (Even on Angry?). As is, if you face off against a decently capable enemy in PvE, he'll be able to get one hit on you and that's all it takes. Fist of Havoc also needs to stagger in PvE, but that's a separate topic I guess.
5. Reduce hit registration, it's super OP.
[spoiler]really i mean it i really do[/spoiler]
Now, you more credible people out there- Bladedancers, I'm talking to you for the most part (I myself don't do much Bladedancing)- are these good solutions?
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Edited by SilentRedThief: 12/19/2015 8:33:41 PMAll your ideas sound great, but here are a few minor suggestions. Increase lunge distance - helps prevent short stops (especially in elevation changes). Agility speed boost while in arc blade to compensate for short duration of super; afterall, bladedancers are all about agility. Implament your changes as well as these two, then B.D. will be usable again.
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Just fix the hit detection and the backstab bug, that is all
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You know how hard titans and locks had to bitch and whine to get hunters to this point. But hunters are the problem
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I feel we should deal more damage in general. If you try to kill a major Captain, well there goes your entire super. And guess what? It may not even die.
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Hit registration is fine, staggers would be nice also the combination of their two perks, encore and hungering blade could be bad. And blade dancer has a sticky, split tracking and arc bolt grenade