The clips from this video are all while playing this evening using Chaos Reach. I love the middle tree Warlock for the ranged melee ability which plays well with my character build, but the super itself is very underwhelming.
It's actually very good vs roaming supers like Fist of Havoc, Arc Staff, Tickle Fingers and Spectral Blades, but vs any other opponents it can easily be beaten 1v1 by any heavy and almost any special weapon in the game, and it's a crap shoot vs top tier primary weapons.
In situations facing multiple opponents, it's almost a guaranteed death unless they're lined up all in a row in a tight hallway.
Arc Warlocks and Way of the Trapper Nightstalkers are the only offensive supers that can't instantly kill on contact and not just vs other supers, but against any opponents. Top tree Nightstalkers and middle Tree Warlocks also have the least damage resistance for any super on casts that have both classes hanging in the air as giant targets.
By comparison, it's almost impossible to drop a Hunter before they can get a Blade Barrage off and once they hit their super, the best you can hope for is maybe a trade a small percentage of the time. Also, their super fans out over giant areas and each blade is essentially a cluster rocket. If they even land beside you, you will die.
I've posted in the past that I feel Way of the Trapper should kill on impact and that it needs to suppress better as well since Titans grenades are better suppression. To that end I think the tether should rubber band like the Scorn tethers do and there should be an AOE suppression detonation on impact.
For middle tree Warlocks, I would like to see the Arc beam also kill on impact as well as function like 1KV on impact. Honestly 1KV is basically a solar Chaos Beam that is much better. That shouldn't be and countless weapons shouldn't kill faster/better than a Super.
Thank you.
Edit: almost forgot. Choas Reach also can't break a Titan bubble. Makes zero sense since FoH, Nova Bomb and BB all will break them.
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Edited by WP ScorpionWind: 12/4/2019 12:15:06 AMWay of the trapper I feel like is hard really because at least for me there's very little in terms of what they could do to buff it for PvP. It can't be a one hit kill per say as it branches out so far that anyone who came into the same room would get hit by it. About the only two ideas I can come up with are 1) Void Leach:[spoiler] When connected to an enemy, that enemy takes a small hit to HP per second that slowly drains over time.[/spoiler] 2) Link In The Chain:[spoiler] The tethers can chain off of hooked enemies by a small amount to addtional enemy(ies). So if enemy A is at the tether's max reach distance and is hooked then the tether can then can chain from enemy A, X additional distance to enemy B who would otherwise be out of reach. [/spoiler] While not as relevant to the topic of PvP, to this day I still think that completely removing the damage buff effect from way of the trapper was a bad call. Hunters don't have any effect that really compares to the titan bubble or the warlock wells. Damage bubble and healing well are both vary common very effective abilities where as hunters have little to nothing in that department except for our pack buff which is no where near the potency of those two in terms of usefulness, duration, or impact on the team (I know this last one is kind of meh since the hunter is suppose to be more stand alone class.)