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originally posted in: Civil Reactions to Arcstrider at E3
6/5/2017 12:17:57 PM
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Blade dancer had an area of effect choice to go along with the super. Blade dancer is supposed to be used to take out the adds not the main boss. Just because you can't use it doesn't mean it's broken.
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  • Eh, Stormcaller is much more effective at that though.

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  • Well yeah. But Hunters don't have storm caller. I was just pointing out to op what blade dancer was good at. Never said it was the best.

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  • Yeah, except that what it's good at, other things are far better at with far less risk. Risk vs reward is a very important part of design, and if it's not properly balanced, people don't use it. It's why you rarely, if ever, see Bladedancer in PVE endgame material, but Nightstalkers and Gunslingers are everywhere. I haven't seen another Bladedancer in PVE in about a year and a half.

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  • Well they aren't completing them bounties. I think blade dancer is cool and ark strider is going to be even more enhanced.

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  • \_(·~·)_/ I I /\ I I

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  • And then it takes 3-4 hits to take down adds.

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  • If you are surrounded use razors edge or showstopper.

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  • Still takes 3-4 uses to kill yellow health adds

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  • Takes two shots of gg to take a yellow bar aswell.

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  • No. Just 1 shot.

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  • Not in my experience.

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  • Golden gun easily one shots yellow healths.

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  • A captain can take two shots to kill.

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  • Captains are yellow bar AND shield. I was talking about only yellow bar.

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  • If you don't include the shield then yes it takes one hit. So not including the shield a blade dancer will do it in two strikes.

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  • Nope. Not including the shield the bladedancer still needs 4-5 strikes.

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  • Nope. Razors edge followed by a slash should do it.

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  • Takes two shots of gg to take a yellow bar aswell.

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  • Takes two shots of gg to take a yellow bar aswell.

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  • Takes two shots of gg to take a yellow bar aswell.

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  • The words I keep using are "comparably useless" and "viable" so that I'm not saying it doesn't work as intended. Certainly it works as intended. But I'm saying that what they made is not something that is regularly worth using, even on Arc Burn playlists. Why pick a close range (because Showstopper is also close range) super that takes a long time to do damage because each strike it uses multiple, low damage strikes to get the job done, when you can instead pick a quick DPS super with range, or a quick stunning super which raises all incoming damage and is ranged? Do the rewards of using the Arc super EVER outweigh the risks? When the answer is no except for when you're taking on adds, most people are going to ask, "Why run that subclass if I'm just going to change it later? I'm not even going to do that much extra damage with it, and I'll still be putting myself at great risk to use it on adds." So they'll pick one of the other two. The issue isn't the subclass, it's the game mechanics, and the game mechanics make it comparably useless. If Destiny wasn't an FPS but a Tekken or Street Fighter style beat-em-up, then Bladedancer and Arcstrider would OP AF. But it's not, it's a shooter, and in all shooters, range and quick damage are always preferable. Even Destiny 1 Striker and Voidwalker work well on bosses, as you can put all your damage out at once and then get away. Sunbreaker is actually just as viable because it has sunspots to almost double damage output. Stormcaller has the only super that even comes close to being as terrible as Bladedancer but it's still mid-range rather than close/melee, so it tends to survive a lot.

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  • Razors edge is good at knocking Shields out. Blade dancer is good at taking down adds. Getting out of dodge is the tricky bit. It's a crowd clearer and does its job. You can't compare a FPS to a fighting game.

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  • Edited by eternalazhrei: 6/5/2017 1:58:20 PM
    Uuuuh... you can compare the two, it's totally possible, just watch. You can compare the way the mechanics work, because they work differently. Comparing the feel of them is difficult, comparing the damage amounts is difficult, all games are balanced differently. But the mechanics of "how things work" are perfectly fine to For instance, in a fighter it's usually not punished to get in at a close distance and put out lots of damage. As a matter of fact, those attacks are normally well rewarded. Sometimes it's a bad idea, such as up against an enemy that's got a bit more range than you but still hits hard, in which case blocking and luring them is probably a better strategy. Ranged attacks normally do a lot less damage so that people can't sit and spam them to win a match as easily. Whereas in an FPS, getting close is not normally rewarded as highly. Normally keeping your distance is a better way to play because it's easier to avoid damage altogether. So when you want to give something melee only abilities, you either have to reduce the risk or raise the reward. Such as with Destiny 1 Striker, who has a large reward in that one slam, and the risk is minimal because you just have to survive one hit and then escape. Getting out of dodge is easy. See? I just compared the two. Bladedancer doesn't do its job well, and its job is pointless. It's a super for goodness sake. It's the "Dragon of Light". It's meant to be our greatest tool against the darkness. And Bladedancer is relegated to taking out the little ones that you could easily blast through with a mag of machine gun ammo? Or a rocket launcher with cluster bombs? And those are just as fast. So it doesn't do it's job well when there are easily better and safer options, easily. And it's still only that good at taking down smaller adds. You have to have Encore on and kill small adds in order to kill even lower tier yellow bar adds, and even then it will usually take 2-3 hits. Sure, Bladedancer is not broken, but it's not balanced well for an FPS like Destiny.

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