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(Edit1:[b]BEFORE YOU WARLOCKS FLIP SHIT HEAR ME OUT FOR JUST A SECOND. I only want [i]slight[/i] tweaks.[/b](these tweaks being more along the lines of rebalancing(not just nerfing, buffing too))
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(Edit4: Okay but we all agree firebolts w/ viking funeral and touch of flame can suck a fat one right? Maybe not warlocks in their entirety, and maybe not OP, but definitely a noticeably easy and strong grenade? Maybe the stormcaller super length and the melee should be looked at, but that one thing is definitely an edge on other subclasses.)
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(Edit3: The state of the game right now has kind of been a result of bungie's poor nerfing strategy. They use a hammer every time they need a chisel and they use a chisel every time they need a hammer.
Honestly, revert to year one balancing and start using that chisel.
Probably isn't that easy to do, but if bongo were a little more transparent, maybe they wouldn't have so many jumping down their throats about shit they might not be able to realistically do.)
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Just had to make sure that stands out because i don't need redundant opinions.
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And if you want to prove me wrong or say a rebuttal, go ahead, ill update this shit till its accurate enough to where the destiny communit can agree on something for once.)
TLDR my reasoning (WIP)
[spoiler][u]They Are OP[/u]:
melee range&accuracy/viking funeral firebolt, havent been nerfed yet
[u]They Are Not OP[/u]:
(Edit3:weak jumps(easily influenced), self res animation( headshots ), melee glitch(all classes have those though)
[constantly being updated][/spoiler]
>>They [u]are[/u] OP
[spoiler] say yes because they haven't been rekt by 'balancing' as much as the other classes.
1. 90% health nades (firebolt+viking funeral)
If you open and close with a firebolt, its probably a little too good if it's something you absolutely RELY on.
+My solution: lower the burn damage to bring me to a reasonable amount of health
+Alternate solution: get rid of DOT(damage over time) period in the game
2. The melee range
+My solution: reduce it a little bit and make the tracking a little less accurate from longer distances.
^^Note: I know the range i have a warlock and sometimes a throw 'punches' without even knowing the reach or even where the enemy is and get the kills.[/spoiler]
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>>They are [u]not[/u] OP
[spoiler]But you can say no because... I don't know why
(Edit 2:
-the jump is iffy
-2 second vulnerability on self
-sometimes the melee doesnt magically lock on and you have a melee more combarable to the other classesres(little bit of an outlier))
[/spoiler]
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If you think warlocks are okay where they are, please explain because I despise them as of right now.
Other stuff (anecdotal)
[spoiler] I've played warlock and the jump sucks but just about everything else is batting 110%. I just want to see the other perspective, just explain that shit to me because it has me heated all the time.
Not to mention the effort needed in a firebolt for the results it has with viking funeral is so low. Its like rolling a snowball down a hill and causing an avalanche. [i]you don't even have to be that accurate[/i] if you're going to have something that can do that much damage with a nade that takes that little effort, just don't. WHY? [/spoiler]
Also try to provide solutions for any other problems you have and feel free to compare and discuss the other character classes.
I will edit this continuously, thanks for reading/voting.
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Not extremely op but just enough to be worth looking at. Firebolt with perks is a bit too good compared to other bolt grenades. It should still be special but not that much more damage. My solution would be to rework a lot of the warlock class and sub. To start I'd convert sunsinger to a support/medic sub with a slightly lowered DPS but higher team synergy and survivability. For melee I'd keep similar range but remove the lunge in favor of shotgun blast properties (which will decrease damage at max range) and give it greater knock back so it'll function more to keep and gain distance from CQC instead of being CQC friendly (it just makes sense for this arch type to be weaker in melee range). Then make glide more stable to getting hit. Decrease max warlock armor buff recovery to include some degree of cool down reduction. Also buff the effect of agility slightly to make it more significant. Then buff a few of the Voidwalker abilities and perks. Light reduction to transcendence. Decrease the max distance from the user of the chain effect on storm trance. Buff a few underused perks/abilities for it. Nerf landfall damage but increase stun effect and area (cannot panic super but can still crowd control on activation). Think that's about it. More a rebalance than a nerf.