Avatar

Sandbox needs some work (Destiny)

by Harmanimus @, Wednesday, November 29, 2017, 11:42 (2630 days ago) @ Durandal

Uriels, and to a lesser extent ARs, are too good across range bands.
Hand Cannons struggle in a area where Subs, Sidearms, and ARs all compete.

I, personally, feel ARs are in a generally goo place, but definitely feel Hand Cannons could either stand to have a more forgiving Crit box hit or a higher multiplier to reward the precision hits. ARs, SMGs, and SAs all have similar shots to kill between all crits and all body shots, though. So they are reliable. I think the heavier Scouts could also benefit from the same as Hand Cannons. They really don’t do you any favors.

Pulse grenades are really good, followed by void grenades. All others seem to be weak, and require some setup to work effectively. Flash, Suppression, Skips, Sticks, Incindearies and such are not capable of killing a player, don't last as long, and are hard to hit with. They all need a shorter cool down or a revision.

I still don’t agree with the choice to make stickies not one shots. However, I a separate armchair developer discussion with a friend relating to Mob/Res/Rec spreads brought up making ability damage scaled more heavily against Resilience. So that you would have to spec to armor to survive sticks. I don’t expect a change like that, sadly.

Melees auto target through hunter dodges. Hunters still take damage through dodges. It still takes 3 melees to kill players, even if two of those are charged melee hits via the dodge. The Dodge is slow.

I haven’t really played much Arcstrider. Nightstalker life. But in general I consider that the dodge is weirdly balanced. It can lead to great things or just get you goofed on. Referencing that same prior conversation Mobility and having a net increase to all general actions and handling functions was my suggestion to make it more desired. So in that case a Hunter would dodge faster, or mantle faster after a jump. A Mob spec on a Totan would cast Barricade faster, etc. give a tangible benefit to mobility.

Why are warlocks the only ones with blink?

Because when they split the code base after Taken King the state of Bladedancers was still that blink made them even more broken when accounting for Invul frames and the general network issues which let them tank stuff they weren’t supposed to. I think that is also part of why Arcstrider is slower. Though I think that dodging should slow your super consumption, personally. To motivate the more acrobatic advance.


Complete thread:

 RSS Feed of thread