Edit: http://youtu.be/tzMuQl-Q-8k
In this video he clearly destroys the ward without killing the Titan. I'm right again, like I always am.
In the above video, a Blade Dancer uses 2 Razor's Edges to destroy my Ward of Dawn, kill me inside, and then kill my teammate.
Ward of Dawn is the only super in the game that does not directly give you kills, and it is currently the weakest super. It loses to EVERY super in the game. Arc Blade is already good enough that a Blade Dancer can come into my bubble and kill me, they don't also need the ability to destroy it without risking anything. If they come into the bubble, it's a coin toss on who wins. With Showstopper and Razor's Edge (both of which destroy the bubble after 2 hits), they always win.
There's no counter play there. There's counter play when they come in. They can blink above me and try to catch me off guard. They can zig zag in with the melee dash and avoid the shotgun. There's a tug of war when a Blade Dancer comes into the bubble, and it's fun and compelling.
That's all lost if they just destroy it like it's nothing and still have super left over to destroy everyone.
The same thing goes for Sunsinger. I'm OK with WoD being destroyable, I just think it should require a little more effort. A Striker and Voidwalker have to use ALL of their super to destroy WoD, which cost ALL of my super to activate. And even then I can leave that situation alive. There's counterplay for both these supers for avoiding death. I feel like WoD should be destroyable by using a significant amount, if not ALL of your super if you play as Gunslinger, Sunsinger,, and Blade Dancer.
Also, please look into Suppression Grenades. They currently deactivate all supers EXCEPT Arc Blade. Sometimes Arc Blade deactivates, and sometimes they continue murdering everyone. The only thing that makes Suppression Grenade good is the utility of dealing with supers.
I understand that people may think that the fact that you can build super while you're super is out balances out WoD, but WoD is the least offensive super in the game and relies heavily on opponents challenging you when they shouldn't in order to actually be successful.
Feel free to discuss.
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Ward of Dawn should initially give damage reduction while you're inside. On top of that, the Ward should hurt or slow whoever walks inside because there's no reason they should be able to waltz right in (radiance and arc blade being exceptions). In place of armor of light, they could've used another perk.