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Titan Update Preview from Sage. (Destiny)
by Leviathan , Hotel Zanzibar, Friday, December 04, 2015, 19:54 (3372 days ago)
Data and details!
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Sunbreaker does not seem overnerfed
by Xenos , Shores of Time, Friday, December 04, 2015, 19:57 (3372 days ago) @ Leviathan
Hard to say for sure, but seems they are doing two big things: making it so a golden gun shot can take it down, and cauterize has a 3s cooldown. The rest are more situational.
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Pretty darn decent, except:
by Ragashingo , Official DBO Cryptarch, Friday, December 04, 2015, 20:33 (3372 days ago) @ Leviathan
I look forward to trying out some of those Striker changes. The Juggernaut shield not dying when you jump (or go over a itty bitty bumb) will be nice. Better melee range is good. So is the refresh of a Defender's abilities upon Supering.
My one concern is the Defender's Disintegrate is very underpowered for Crucible work. If you get into a melee battle and punch first and third (thus winning) you've lost ~75% health and only gained a 15-25% shield. If you punch second you die without getting Force Barrier at all. And if you're up against a Warlock you might even punch first, third, have them get an overshield or regenerate health and survive you second punch, then they kill you with melee four of a battle you started with an advantage... :(
Getting grenades and melee back with my bubble in PvE will be pretty sweet though. With some strategic power use you might even be able to chain Force Barrier, Ward, Force Barrier for quite a while if any ally generates you some orbs. :)
Agreed
by Avateur , Friday, December 04, 2015, 20:36 (3372 days ago) @ Ragashingo
It's about time. I look forward to going back to rocking my Striker Titan, which is my Titan of choice. The Defender class is still underserved in a lot of ways, but hey.
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Agreed
by Ragashingo , Official DBO Cryptarch, Friday, December 04, 2015, 20:49 (3372 days ago) @ Avateur
Yeah, getting grenades and melee refreshed a few times a match doesn't help much when opponents have better versions of most of your abilities and Ward of dawn is a big aim here death trap vs most Supers. (Though having a new Suppression Grenade when I hear a distant enemy Super light up will be interesting...)
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except if you suppress yourself. It sucks ass.
by Revenant1988
, How do I forum?, Friday, December 04, 2015, 22:05 (3372 days ago) @ Ragashingo
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Builds character...
by Ragashingo , Official DBO Cryptarch, Friday, December 04, 2015, 23:14 (3372 days ago) @ Revenant1988
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I'm excited, I would have gone about it differently...
by dogcow , Hiding from Bob, in the vent core., Friday, December 04, 2015, 20:56 (3372 days ago) @ Ragashingo
edited by dogcow, Friday, December 04, 2015, 21:04
My one concern is the Defender's Disintegrate is very underpowered for Crucible work. If you get into a melee battle and punch first and third (thus winning) you've lost ~75% health and only gained a 15-25% shield. If you punch second you die without getting Force Barrier at all. And if you're up against a Warlock you
mighteven punch first, third, have them get an overshield or regenerate health and survive you second punch, then they kill you with melee four of a battle you started with an advantage... :(
I'm of the opinion that the warlock & defender titan's force barrier trigger should be swapped.
Warlock: more range, shields on hit
Defender: shortest range, shield on kill
Defender has the worst in both categories, Warlock best in both. If it were swapped it would look much more even.
Warlock: more range, shields on kill
Defender: shortest range, shield on hit
Lets look at some scenarios...
Swapped hit/kill buff: (sorted in least to most likely scenario, IMHO)
1- defender punches, gets overshield
2- warlock punches
3- defender punches, KOs warlock
1- warlock punches & backs up
2- defender punches, misses, t-rex arms
3- warlock punches, KOs defender
1- warlock punches
2- defender punches, gets overshield
3- warlock punches, (?)
4- defender punches, KOs warlock
Maybe swapping would cause too many warlock tears over their new nerfed melee that (still) wasn't as bad as what the Titans had for all of Y1. Perhaps we should just give both classes shields on hit.
Change defender to shield on hit: (sorted in least to most likely scenario, IMHO)
1- defender punches, gets overshield
2- warlock punches, gets overshield
3- defender punches
4- warlock punches
5- defender punches, KOs warlock (?)
1- warlock punches & backs up, gets overshield
2- defender punches, misses, t-rex arms
3- warlock punches, KO's defender
1- warlock punches, gets overshield
2- defender punches, gets overshield
3- warlock punches,
4- defender punches, misses, t-rex arms
5- warlock punches, KOs defender
1- warlock punches, gets overshield
2- defender punches, gets overshield
3- warlock punches
4- defender punches
5- warlock punches, KOs defender (?)
I would have liked to try leaving the range of the titan melee alone, which probably would have been unpopular.
I would have liked to have seen a bit more tweaking, but it sounds like there may be future changes on the way, so that's good. :)
Anyway, I'm super excited for the changes and can't wait to try them out and hope to find Bungie did a better job than my over inflated self ego would have tried. :)
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Agreed.
by Ragashingo , Official DBO Cryptarch, Friday, December 04, 2015, 21:03 (3372 days ago) @ dogcow
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*Edited after "Agreed" with. ;-)
by dogcow , Hiding from Bob, in the vent core., Friday, December 04, 2015, 21:05 (3372 days ago) @ Ragashingo
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Oh I so totally and completely disagree now!! :p
by Ragashingo , Official DBO Cryptarch, Friday, December 04, 2015, 21:09 (3372 days ago) @ dogcow
Yeah, Warlocks sometimes taking three punches to kill AND having the longest range melee is still a bit absurd. I wonder if the Striker's new Stormfist will be powerful enough to negate Flame Shield and allow for a two punch KO?
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I'm excited, I would have gone about it differently...
by stabbim , Des Moines, IA, USA, Saturday, December 05, 2015, 18:30 (3371 days ago) @ dogcow
I think it's worth considering re: overall balance that Force Barrier may take more to activate, but it also lasts a lot longer, and can provide other effects: speed buff, orbs, or it can even regenerate while active. Flame shield is easier/quicker to get, but is just more hit points. I don't think all classes need to match up exactly in a PvP melee fight for there to be an overall balance.
Personally, I'm fine with the abilities more or less as they are. Defender's not great one-on-one in Crucible, but it's fantastic in PvE. Admittedly, that's where I spend pretty much all my time, so that probably affects my viewpoint.
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Pretty darn decent, except:
by red robber , Crawfish Country, Saturday, December 05, 2015, 02:03 (3372 days ago) @ Ragashingo
I look forward to trying out some of those Striker changes. The Juggernaut shield not dying when you jump (or go over a itty bitty bumb) will be nice. Better melee range is good. So is the refresh of a Defender's abilities upon Supering.
My one concern is the Defender's Disintegrate is very underpowered for Crucible work. If you get into a melee battle and punch first and third (thus winning) you've lost ~75% health and only gained a 15-25% shield. If you punch second you die without getting Force Barrier at all. And if you're up against a Warlock you might even punch first, third, have them get an overshield or regenerate health and survive you second punch, then they kill you with melee four of a battle you started with an advantage... :(
Getting grenades and melee back with my bubble in PvE will be pretty sweet though. With some strategic power use you might even be able to chain Force Barrier, Ward, Force Barrier for quite a while if any ally generates you some orbs. :)
I'm picturing tossing 2 nade with armamentarium, popping bubs, and having 2 more immediately :)
Other than that, defenders still need some love. I disagree that it's acceptable for defenders to have a sub 1.0 k/d just because they are a support class. My defender keeps a k/d around 1.3-1.4 though :)
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Pretty darn decent, except:
by Ragashingo , Official DBO Cryptarch, Saturday, December 05, 2015, 02:08 (3372 days ago) @ red robber
I look forward to trying out some of those Striker changes. The Juggernaut shield not dying when you jump (or go over a itty bitty bumb) will be nice. Better melee range is good. So is the refresh of a Defender's abilities upon Supering.
My one concern is the Defender's Disintegrate is very underpowered for Crucible work. If you get into a melee battle and punch first and third (thus winning) you've lost ~75% health and only gained a 15-25% shield. If you punch second you die without getting Force Barrier at all. And if you're up against a Warlock you might even punch first, third, have them get an overshield or regenerate health and survive you second punch, then they kill you with melee four of a battle you started with an advantage... :(
Getting grenades and melee back with my bubble in PvE will be pretty sweet though. With some strategic power use you might even be able to chain Force Barrier, Ward, Force Barrier for quite a while if any ally generates you some orbs. :)
I'm picturing tossing 2 nade with armamentarium, popping bubs, and having 2 more immediately :)Other than that, defenders still need some love. I disagree that it's acceptable for defenders to have a sub 1.0 k/d just because they are a support class. My defender keeps a k/d around 1.3-1.4 though :)
Yeah, on that last part I was shaking my head a bit. Both, because it seems just plain odd that one class is "meant" to have a bad k/d, but also because my k/d on my Titan is currently at a lifetime 1.15 (1.32 in the last week) and that's gotta be a bit depressed with the darn invincible Sunbreakers nuking everything in sight. :p
4 nades and a bubble
by Raflection, Saturday, December 05, 2015, 11:26 (3371 days ago) @ red robber
Exactly what I was imagening when reading this update
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Pretty darn decent, except:
by stabbim , Des Moines, IA, USA, Saturday, December 05, 2015, 18:32 (3371 days ago) @ red robber
It'll be interesting to find out whether it replenishes both 'nades, or just one tier. But worst-case scenario is still 3 'nades which is nothing to complain about. :)
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This will be really nice for Shotgun/No Backup Plans build
by SonofMacPhisto , Saturday, December 05, 2015, 16:27 (3371 days ago) @ Leviathan
Specifically Invective. Hate giving that up for Monte Carlo. Better to hit hard with 100% melee cool down than plink away, fancy knife or not.
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Titan Update Preview from Sage.
by MacAddictXIV , Seattle WA, Monday, December 07, 2015, 12:56 (3369 days ago) @ Leviathan
The funny thing is, what made me the happiest about this entire thing was that he finally admitted two things:
Let's just say that I agree that the Titans should be the primary Melee Class, but that’s not going to happen overnight.
And
Reinforce the Strikers Hard Charging Melee role.
What gets me though is how long it took them to realize it! I mean, the arc titan is called a striker! How did they not know that titans were losing every single melee fight? But I really happy they are buffing Strikers. Like a lot. I am actually got mixed feelings about which sub class I should go for now.