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Edited by EyesOnSuper: 2/10/2017 11:23:53 PM
214

Use your brains, guys. (Bladedancer "nerf")

About this whole bladedancer nerf and everyone crying about it makes me realize how this community has little critical thinking skills. Lets think about this. What kills a bladedancer most while trying to kill a guardian? A shotgun critical blast to your head/melee and a lot of the times it doesnt work. So. Now that shotguns will barely have ammo and they can't critical.. What stops a bladedancer from swiping a whole team in close proximity(They are very hard to team shoot) blinking and or double jumping and on top of that regent health every kill.(Unlike the cool down on the similar sunbreaker perk) Point is with all the changes to the crucible sandbox Bungie saw a potential problem and everyone should actually start looking at this for what it is: an indirect bladedancer buff because now it will be significantly harder to shut you down(same with stormcaller and sunbreaker)

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  • Bladedancer is the worst roaming super in the game. It is the only subclass to have every melee ability & every grenade in the subclass nerfed. It has had its super usage, maneuverability, charged melee range, super lunge distance, hit detection, & even it's main form of jumping nerfed. The latter has been nerfed repeatedly & is apparently getting nerfed again Tuesday. It is the only subclass where the super requires point blank melees for kills. It has health regen on melee or super kills where voidwalkers have it on grenade kills, melee hits, & super kills. Sunbreakers have it fairly similarly to voidwalkers with a cooldown of 3 seconds & the need to kill with melees like blade. Blade's current saving graces are Shinobu's skips & quickdraw, one of which is already getting a "change" in a few days. By your flawed logic, all roaming supers should be getting nerfed since shotty melees will be less common, yet only bladedancer is going under the knife if you will. The super that has to be in melee range for a kill is the only one being made easier to kill. Blade is the proverbial dead horse & bungie has been beating it for a year & a half.

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    • The bladedance nerd feels completely appropriate to me and I'm happy with it. The reasons Bungie gave were things I agreed on since the start. So good on them.

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    • What stops a bladedancer aside from shotguns? -Teamshot -blade not connecting to hovering enemies -golden gun -anchor -slam -sunbreaker -nova Bubble or stormtrance is debatable and depends on how the fight goes.

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      • If that's true, then where's the storm caller and sun breaker nerf?

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      • 1
        It hurts the pve side of Blade dancer. [spoiler]Lol no one uses Blade un pve. [/spoiler]

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      • Name another super so easy to shut down. I'll wait... Shotgun melee more often kills them, and to a lesser extent you get a trade. IMO it's the weakest super. Makes sense to weaken it further amirite?! Especially since literally NOBODY asked for further nerfs! It's all because one dev felt his damage wasn't rewarded - a mediocre gunslinger main, whose pvp skills are atrocious - did you even watch the stream?

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      • What stops a blade? Any other super? Also if you know there's a blade dancer and you willingly put yourselves into cqc situations, you deserve to die. Blades are easy to kill if you team fire and keep distance. The problem is every wants to be a hero and attempts to shotgun them

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      • This is completely off topic, but have you ever realized that [i]Gun[/i]slinger has throwing [i]knife[/i] and [i]Blade[/i]dancer has [i]quickdraw[/i]?

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        • I'd agree if the special change was permanent. As it is blade is the ONLY Hunter class to regeneration health on a kill, so even if that's nerfed some it's still a good perk. Unfortunately I'm positive the special ammo change won't last longer than 3 months, so when that does get changed we will be faced with an even weaker blade (which is already the easiest Super to deal with). The class doesn't need any more nerfs, period. There's a reason that sweats are dominated by Storm, striker and void. This nerf is simply another unnecessary change while other REAL issues exist including low primary damage output, Skorris in trials, sunsinger viability and hand cannon bloom- just to name a few.

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        • Edited by Jamesxgamz: 2/10/2017 8:06:52 PM
          Sorry. A large proportion of the community are past the stage where they can use their brains Follow my logic: The forum is full of salt. The community reads the forum and absorbs salt (some people actually generate salt) Salt causes high blood pressure High blood pressure causes strokes Strokes cause damage to the brain This prevents rational thought

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          • Pvp is garbage and always will be.

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            • Bladedancer is A TWO DIMENSIONAL super. Use the Third or even the fourth dimension to escape

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            • Thank the lord there's logical people.

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              • You must suck because i find it easy to gun down a blade dancer with a primary oh yea did you know you could just run away because they cant even keep up with you and did you know team shotting one will instant kill in a bink of an eye how about you get good stfu and buff blade dancer and keep your weak self off of this

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                • That makes a lot of sense.

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                • I was annoyed by the Bladedancer changes but they make much more sense now, thanks OP!

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                  • Don't care I just want my hunter to compete speed wise without having to use boots of eao.

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                    • This is the adjustment that should be made to bladedancer in my opinion (I'm not sure what the actual changes are.) They should change it to reward those who are skilled with bladedancer. Those who plan attack routes, cover and baiting enemies effectively. To that end... Resistance should be lowered, to coincide with the shotgun change and to allow a reasonably quick takedown on unskilled bladedancers caught out in the open whilst not very mobile. Attack should be increased to allow bladedancers to 1 shot most guardians. This would reward bladedancers who can sneak up on players, including HoS users. If they aren't quick and get caught, they die. If they are, they get a sure kill, on pretty much anything. The only problem is that is would become broken against Ward of Dawn and Radiance. If there was a way for only these two sets to be two shotted that would be perfect.

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                      • No clever dragon kills a blade dancer 450, 078% of the time... And remember this:- Golden gun, fist of havoc, hammer of sol, storm trance, Nova bomb.

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                      • People are going to be using invective because of the lack of special ammo, and invective shits all over roaming supers.

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                      • Dude go watch the stream again. You get 10% of shields back with each kill, 10 -blam!-ing percent

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                      • [spoiler]suck my unit[/spoiler]

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                      • XD this is exactly what I was thinking. Roaming supers are crazy good now (especially arc blade)

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                      • I personally think it's because they are bringing backstage old raids and hm Crota is really easy with that perk.

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                      • Have you played a sunbreaker. The supers way better then blade....now it'll be even more so. Unless the sunbreaker gets nerf...again.

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                      • Personally I really dislike blade dancer because sometimes it is really hard to shut down. BUT, what I'm thinking about now is, that nerf to health regen and could also affect sunbreaker and voidwalker, or even the entire Regen perks all together. The nerf to blade dancer was rational, but not quite justifiable. It's hard to kill, but it's also closer ranged than most supers, which makes sense for it to be good in close range. But taking away that part from blade dancer could quite easily make it as bad as nerfed sunbreaker was. I just can't imagine what went through their heads to nerf that, rather than nerf the things people wanted nerfed on blade dancer, like they did for every other class. Nerfed skips instead. Also the blink nerf is stupid, once again being unjustified.

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