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Edited by Bleu, Lord of Divinity: 10/3/2021 6:02:55 AM
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[quote]When you look at the other 2 classes, each of their subclasses has substantial diversity when compared to one another.[/quote] i know you aren't trying to tell me that arcstaff has "substantial diversity" when the supers are near identical to each other
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  • Edited by DuBChiri2: 10/3/2021 2:45:39 PM
    Arc strider doesnt play like gunslinger, that was my argument, not just the supers. Most of titans is being in the enemies face to punch them or hit with your melees. That's a SINGLE subclass on hunters.

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  • The supers maybe not, but the trees as a whole definitely do. Top tree is about constant dodge+melee, to stack up insane amounts of melee damage. Middle tree has the slide melee, which has loads of utility, in addition to the rework of lightning weave which allows you to maintain basically infinite outlaw. Bottom tree blinds enemies on a charged melee hit, and dodging gives you additional health while sprinting recharges your abilities quicker. Please tell me how those are entirely synonymous with each other.

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  • Bottom tree doesnt give health on a dodge though.

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  • Meant increased damage resistance, sorry

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  • If it had health on dodge the whole world would flip out. Only warlocks and titans can have the power to regain health.

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  • wormhusk be like 👀

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  • Wormhusk is a weaker version of the titan exotic alpha lupi...which heals the entire team by the same amount as wormhusk.

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  • Casting a barricade when low will just get you killer 9/10 times because youre hard animation locked. Dodge doesnt have that problem, its quite the opposite.

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  • Wrong. If you are low you will be killed mid dodge because the animation is also locked. Meanwhile you can stay behind barricade till you recover.

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  • Casting barricade makes you stationary. In other words, and easy target. Dodge warps your hitbox, and allows you to get behind cover. In pvp situationels dodge is the better general use ability. Barricade certainly has its uses, but they are more niche.

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  • Barricade is 100% better for pvp though.

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  • Heh, you must be kidding right.

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  • Free revive...free power ammo...free zone capture....can shoot though it...teamwide heal..more stability...less flinch... What does dodge do....reload your gun...recharge your melee.

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  • If your making a argument based on class abilities either don’t include exotic effects or do and make a note. I bring this up because you said shoot through walls and heal when hunters have heal on dodge disorient for exotic effects. Also invisibility for a single subclass tree. As a hunter main I believe barricades have their own uses and are quite powerful and extremely under appreciated and under utilized as they should be set up before the fight and the moment you disengage for extra protection.

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  • Dodge is an instant disengage that cannot easily get punished. Both barrier and rift are long casting animation stationary abilities. This is an inherent risk dodge doesnt have. Barrier is only a free zone or heavy if it is not contested. Grenades are a very effective counter, depending on the one used. Furthermore, teamshooting a barrier will cause it to drop quickly. Barrier does indeed give an advantage to the team that casts it on the objective, but they need to actually get the chance to cast it safely first because of abovementioned animations. Barrier and rift are abilities that require a bit more setup to use effectively, hence me labeling them as more niche. Dodge is always useful, no matter the situation. And it has no risks for using it like the other abilites have.

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  • im just saying it’s still health on dodge lol not arguing which is stronger

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