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#feedback

Edited by eternalazhrei: 8/6/2017 6:36:15 PM
4

I thought Bungie couldn't make melee-over-time supers work for PVE, but they do in D2

I main a hunter. The Bladedancer in D1 is probably the most useless PVE class, and not just because it takes so many invis perks in order to be efficient with it. The main reason is that every single other super in the game becomes useful in boss encounters, even if not in raids, then in strikes. Nightstalker, Defender, and Sunsinger could all augment damage to make sure everyone did added damage to the boss. Voidwalker, Striker and Gunslinger could all do a lot of damage very quickly, and despite the melee range of their super Strikers would regularly live through AoE attacks. And the other two damage-over-time supers for Stormcaller and Sunbreaker had enough range to avoid AoE attacks. But Bladedancer would not live through enough AoE attacks in order to do enough damage to make it worthwhile. Sure, you could kill a couple adds (about as much as a Striker) but being the ONLY super that couldn't help made it worth less than running a Nightstalker even for an Arc modifier strike. When I saw that Striker and Arcstrider were BOTH going to have melee-over-time supers, I thought it would suck. A LOT. I thought that they'd both be worthless against bosses. But running Arcstrider and Striker against Protheon was successful on most occasions. You could put a whole super's worth of damage into them and still live. I'm not sure why. Maybe it was fewer AoE attacks being used by the boss, maybe our guardians were more armored, but either way, they made them useful against bosses, and after I stopped using Bladedancer in HoW (Khepri's Sting made for controllable invis on Gunslinger and Celestial Nighthawk made Golden GUn extremely effective) I'm looking forward to Arcstrider in Destiny 2. Now if they'd just fix the Hunter dodge and synergies...

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