JavaScript is required to use Bungie.net

#feedback

Edited by Fenrir24: 6/20/2016 2:10:33 AM
3

So, Bungie, you still hasn't fixed Hunters where it counts.

Did some crucible today to feel out my updated Hunter before IB starts on Tuesday. See for yourself how well Bungie had the tethers working. There were some other issues in this and other matches with the new mechanics. All in all, it's going to take some adjustment, but the whole "let's get tethers working better" thing is a crock. No improvement on tethers locking on and nullifying abilities. Oh, and for some perspective, that tether was set to Black Hole; so he was well within its range the whole time. He just ignores it. Fix Bungie.night

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • M'kay, after reviewing the clip several times, it looks like there are a couple factors coming into play at the same time. One: it looks like the tether came into contact at the tail end of the timer. Sometimes this causes a target to seem unaffected even though they appear to become tethered. Two: Tethers will suppress supers, but they will not stop the animations used for the supers if the super was in the process of being cast. This means that if, say, a titan started a smash, became tethered, then somehow untethered himself before he hits the ground (fell out of range, tether ended, etc...), he could theoretically still execute the smash as normal. Roaming supers will be automatically canceled. And Three, I couldn't help but notice at the time you died, you were red bar. This could mean any number of abnormalities, but in this case I suspect it means that the tether on his screen could have been gone before the tether on your screen was, or somehow cause an additional delay. As for the tethor suppression timer, I think the change was intended to immediately suppress someone hit directly. Anyone with a decent damage resistance (i.e. Stormcallers with active supers) the arrow will fail to kill them on a direct hit, because the damage resistance is still in play. However they have significantly less time to counter you with their super before they lose before the suppression activates and nullifies their super.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by Beck: 6/20/2016 2:52:53 AM
    Nightstalker is completely useless now. Smoke grenades now have a delay on invis, pve enemies don't flinch and walk right out of shadowshot, and guardians jump right out of both smoke and shadowshot.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Not sure if you understood the update, but the update states that the shadowshot suppresses super on contact, not on tether. The tether locks on from a long distance as it should with black hole, but it isn't going to suppress the super that he used. It only applies instantly to a super already in effect on impact. Prior to the update, the suppression would not kick in immediately and someone could throw a hammer or nova bomb before the effect kicked in or even get away.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    6 Replies
    You are not allowed to view this content.
    ;
    preload icon
    preload icon
    preload icon