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#feedback

Edited by cbjoe: 10/22/2014 10:46:54 AM
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Warlocks are the weakest class: do not play warlock (due to ARMOUR PERKS)

[b]When you start playing Destiny, your best bet is to make titan or hunter. Warlocks always end up weaker, [u]because the armor available to them is nowhere near as good[/u] as what other classes can equip.[/b] * For example, take the chest slot. My co-op buddy bought the [url=http://destiny.wikia.com/wiki/The_Armamentarium]Armamentarium[/url] titan chest armor from Xur at the weekend. This is clearly the most overpowered piece of gear in the game, and anyone can have it because Xur sells it: - Have TWO GRENADES!!!!!!!!!!!!! - Carry MORE ROCKETS!! - Carry countless extra sniper or shotgun rounds [b]Why don't warlocks have anything like that? Nothing for that class comes even close. This makes the game severely unbalanced. Players who make a titan character instead of a warlock character have a substantial advantage in every situation.[/b] * Another obvious example is the boot slot. Why the lack of exotic boots for the lock class? [b][url=http://www.reddit.com/r/DestinyTheGame/comments/2hv5xl/here_are_all_the_exotic_armor_pieces_sorted_by/]Exotic boots are available for all classes, -- but not for warlocks![/url][/b] Why? This results in less armour choice for warlocks and a net lack of perks obtained from armour. Titans get exotic boots. Hunters get exotic boots. Warlocks were overlooked. Bungie clearly put a lot of thought into titans and hunters, but self-evidently overlooked warlocks resulting in numerous disadvantages and oversights facing the class which all need to be addressed at some point. I have checked all available armor for each class. It's confirmed: warlocks have the worst gear. I don't mind there being great armor for other classes. What I do mind is that there is nothing that comes close for locks. Destiny was supposed to be a game in which one class does not have an advantage over the others. That is not the case, mainly due to unbalanced gear. Forget the negligible 1% buff or nerf that Bungie applies to weapons.to improve balance. Look at the huge difference between gear available to different classes. I dearly hope Xur has [url=http://destiny.wikia.com/wiki/Voidfang_Vestments]Voidfang Vestments[/url] again this weekend. I didn't have enough coins for it the previous week, after buying Ice Breaker. I genuinely needed to buy IB when it was sold, because [url=http://www.bungie.net/en/Forum/Post/73153066/0/0]having played every day since day 1 I have literally never had any legendary or exotic weapon drops -- not even one[/url]! By comparison, my co-op buddy plays the same games as I do but and gets so much gear he has to shard it to clear space in his vault. Players who get drops don't know how lucky they are. When they switch weapons they are upgrading three weapons as they play. I have to waste kills on upgraded weapons until I save to buy a weapon from Xur or a Vendor. My co-op buddy doesn't usually buy charity handout gear from Xur, because he doesn't have to due to always getting drops, but I really do need it. EDIT:[b] This is a post about the imbalance of GEAR between classes. Nascent class balance is a more complex issue beyond the scope of this thread. [/b]However, the classes are well balanced in this game. If that were not so Bungie would have addressed that before the minor weapon balancing that we are seeing.

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  • Edited by Silvurphlame: 12/15/2014 7:18:33 AM
    Each, or at least most exotic armor pieces have a theme. Now not all exotic armor is going to work for all people. And some of it might actually suck. I laughed when I saw Ruin Wings' bonuses. That's what Heavy Ammo synthesis is for. I'm not relying on heavy ammo drops when I need to break out the big guns. (They do look pretty sweet through.) But, if you feel like your class's exotics [i]all[/i] suck then, respectfully, you need to check that you're using your class's exotic armor perks optimally. That is, with the right subclass perks and right supporting perks on other gear. For example, as a Titan sporting Armamentarium (which I bought because I was jealous of the Warlock's native grenade spamming abilities), I'm ideally going to want to max out Discipline to get my maximum cooldown time as low as possible. Then I want armor with perks like "melee hits reduce grenade cooldown," "throw grenades farther," "grenade kills replenish super energy," etc. Since my melee in this scenario is feeding my grenades, I want my Strength up there as well. If I could manage to get "faster melee speed" on this armor set as well then so much the better. If it were possible - need to look into this - try to get "grenade hits reduce melee cooldown" in there for maximum synergy. It might be a good idea to use weapons with Grenadier just to keep those grenades charging even faster. But hey, you can do all those things as a Warlock or Hunter as well. Sure, you won't be able to store an extra grenade, but if you can toss them out every few seconds anyway, what's the difference really? And the special and heavy ammo perks? It's only about a 20% bonus to total ammo carrying capacity in my experience. One extra rocket or another mag of machine gun ammo. A few more sniper rounds, fusion charges or shotgun shells. Not particularly game breaking in PvE. In the Crucible you probably won't get enough heavy ammo to take advantage of it. Maybe special ammo, but several exotics have that perk. EDIT: And the Armamentrium only lets you carry one extra grenade in reserve. If you're throwing them as fast as they charge, it won't matter anyway because you'll always be charging and immediately throwing, never building up to the second grenade. If I want to throw two grenades in quick succession, I have to [b]not[/b] throw the first grenade while waiting for the second to charge.

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