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Edited by Jon: 11/24/2014 2:28:43 PM
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Jon
Jon

Petition to remove blade dancers increased health/damage resistance during super

Yes -remove blade dancers increased health/damage

562

No - keep it as is

1904

doesnt matter, blade dancers will still be too OP

113

only way to even the playing field imo... cant wait for the hate comments by blade dancers on this one... *edit* lol @ all the hunters hatin the petition *edit 2* lol! lookin at the profiles of the of the haters of this petition (all hunters) their super kills are 15-25% of all kills. take that away and theyre all garbage.. play hunter and cheese crucible!
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  • Edited by krazykid: 11/24/2014 9:20:29 PM
    Got every class to at 28, blade dancer is in no way op and does not need the increased health. If you removed that increased resistance then there would be absolutely no point in using the super. Go run around the crucible trying to knife somebody once (as if it was the super) and see how far you get. When you use it everybody knows you are coming and will nuke you down before you can even get close to them. You want to hate on hunters lets go through some of the "OP" points of the other supers Titans - FoH makes the titan near invincible whilst using it and unless their aim is off, their opponent(s) will be dead. A disadvantage to the super is you have to get relatively close before you activate it and so can die before you get in range. Also want to add a 1 hit shoulder charge in this. Bubble can increase their damage, give them extra health or make them pretty hard to take down whilst inside the bubble and always immune to weapon damage whilst inside. Downside to this any super (except I think sunsinger) can destroy the bubble and the people inside of it, plus you can be quite easily picked off the second you leave the bubble. Warlocks - Nova bomb gives warlocks a slight bit of resistance which can save their life in it. It can split into 3 to cover a large area, travel with accuracy across a large distance or create a vortex which if you walk through will nearly always kill you. So it's a super with 2 parts, instant nuke and control. Drawback to this is again it's quite easy to be taken out by someone whilst getting into correct position and range, plus it can be dodged if the person sees it coming (much easier with blink) Sunsinger warlocks get reduced damage, can self res or reduce cds for all team members. The reduced damage is quite a lot, 1 if it goes down to a gun battle between the warlock and someone else the warlock will pretty much always win if their aim is decent. It would require a lot of fire power to take them down. Self res can completely turn things around, dying close to the enemy then striking when their guard is down tossing grenades everywhere, whilst taking reduced damage or with the CD reduction allow multiple people to spam grenades. I personally cannot think of the top of my head of any drawbacks there except that there is no instant "nuke". Another thing to note about them is their flame melee will 1 hit someone. Hunters - Golden gun when used correctly can quite easily get you 3 or 4 kills which in crucible is half the team or in rumble (I think is 3vs maybe clash) is the whole team. Pretty damn good. The increased range/accuracy/exploding shots/over penetrating shots really makes the golden gun quite a powerful super. However this super has quite clear drawbacks. It's not that easy to use in close quarters when the opponent is right on top of you, running up stairs right next to you, running around a corner etc and of course it's biggest drawback that it has no resistance at all built into it. The only super not to have any. Bladedancers can take out theoretically the whole team in crucible. However this requires the right situation (enemy team to be all together,(in which case they'll probably kill the bladedancer), or for them not to be able to see you coming) It's a one hit melee which may seem a bit op to some....but of course titans and warlocks both have a 1 hit melee non super (not 100% sure if the locks is without radiance) and if it did require 2 blades to kill it wouldn't really be a super and would more likely get you killed. They can be a bit tanky but are still quite easily taken down by a small group or 1 person with a high impact primary/special/heavy. They have to activate it around the corner as doing so in open space will get you kill just in the activation animation. By doing that you will still be heard activating it and the opponent will either draw their shotgun/fusion/heavy or back away if they have nothing suitable to use. Plus the super is melee and requires you to run at your opponent, not the most surprising of the supers. Don't forget as well, this game is primarily aimed at PvE content. As most PvE content has lightswitch/elemental modifiers + high normal melee damage the bladedancer will be 1 or 2 hit by anything in PvE unless played extremely carefully. Even with their increased resistance they still die quickly in PvE and PvP. Changing supers because they are "OP" in PvP will more than likely screw them up for PvE. Instead of asking for nerfs to this and that how about asking for new game modes. One without supers/grenades. One without heavy or special ammo. Perhaps each week it changes and gives a set weapon set to use (everyone has to use the same type of primary/heavy/special).

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