Reimagining "competitive" Destiny (Destiny)

by Harmanimus @, Monday, August 12, 2019, 15:36 (714 days ago) @ MacAddictXIV

I will say that dodging is a lot harder to accommodate when playing MKB. I play with about a 5 3/4” 360. I suppose the lack of reticle stickiness and what-not could exacerbate some of the issues. I will say that for roaming supers that have a “melee” build you are limited to comparing Fists of Havoc, Spectral Blades, and Arcstaff. You could include Stormtrance and Novawarp, due to a requirement to close distance. But of the 3 specifically melee options you are right that the Titan tree has the least in the way of options. Two Arcstaff subtrees give you additional defensive options and Spectral Blades has invis.

But I think the point is degrees. Strikers have a shutdown super with Thundercrash. And the only reason to run Code of the Earthshaker is with Skullfort for the strong neutral game with a mostly useless super because it is far less broken than Juggernaut in that regard. Mostly it just gets a shutdown super cast on you because they are afraid you’re using Juggernaut. The aftershocks don’t do enough and there are no maps that get you any benefit for the bonus damage from height.

I personally feel most subclasses need to be reworked. But I also would love to go back to fully customized subclasses.

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