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Edited by uwu: 12/29/2023 8:40:27 PM
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Also by the way, The Wanderer aspect is currently bugged and makes Tangles deal ~80% less damage when thrown. Its another underperforming Broodweaver aspect and I think granting it significantly reduced Tangle cooldown (to the tune of 0 to 5 seconds) would help it out a lot and actually make Strandlock feel like the summoner subclass.
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  • I still don't get why warlocks didn't get whirling maelstrom as "the wanderer"

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  • Edited by Hawpy: 12/30/2023 1:12:38 AM
    It's pretty frustrating that Broodweaver's whole thing is just Threadlings, while Threadrunner gets to make sentient Tangles and summon decoys........that turn into Threadlings anyway. Even Needlestorm is just a bunch of Threadling Grenades at once, half of which won't go where you're aiming.

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  • Edited by uwu: 12/30/2023 2:58:53 AM
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    I would understand if the effective damage would outclass the other subclasses or offer better risk to reward tradeoffs but currently its just getting less damage for less survivability. Whenever I play Weavewalk I feel like the times that I activate it I wouldn't have had to on Berserker, Threadrunner or even a different Warlock subclass because the room would have been cleaned multiples faster. Yet those subclasses offer easy access to healing or constant damage resistance, meanwhile in encounters with poor or no cover Weavewalk just feels like a feature that delays death rather than avoids it.

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  • Weavewalk is a really cool ability and one of the most unique things in the game, but it just isn't practical. I feel like I have to force myself to use it, rather than naturally using it during combat. Not getting revives or objectives I can understand, but being unable to collect Orbs and ammo is a real kicker, too. Only having 1 Fragment slot and almost needing to use Thread of Evolution leaves so little room for customisation. If you use the old reliable Warding and Generation, you take two stat penalties that you can't recoup and also miss out on Fury, which is huge for its uptime. Taking any 2 of those 3 also means not using Finality, which comes with a nice stat bonus and actually works with Weavewalk, as you can exit it via Finishers. I could talk all day about how awkward this ability is.

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  • Edited by uwu: 12/30/2023 4:33:59 AM
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    It definitely feels bad pausing combat for a few seconds to get perched Threadlings when I could've just used my gun during that downtime and probably dealt more damage with more range and precision than the Threadlings will. Personally I don't even use Generation anymore since the DoT nerfs (which felt very targeted towards Broodweaver). Fury definitely seems mandatory when not using Monte Carlo. But fragments just feel like such a bandaid to this subclass to the point that I dont think it would be particularly strong even if Weavewalk granted 4 fragments. I don't know why 12 seconds of 90% damage resistance is viewed as such a massive problematic outlier or "oppressive" when there have been means of significantly higher damage reduction with more uptime and less cost like Stronghold Titan (which is still able to fully interact with its environment while *infinitely* guarding with 95% damage resistance AND heals upon dealing damage after guarding) and we have seen that none of these builds are strong or popular outside of very niche applications that barely make them worth using.

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  • Edited by uwu: 12/30/2023 12:11:22 PM
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    Thinking about this further, if it passively generated perched Threadlings (without entering Weavewalk) at a significantly decreased rate only while all three melee charges are full that would help not make it feel like you have to pause combat in order to get Threadlings.

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  • Thrown where ?

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    Thrown at any combatant

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  • What about Xur ?

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    50% more damage against Xur

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  • Ok. In that case it’s not underperforming

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    True, it should have 0 fragment slots instead

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