JavaScript is required to use Bungie.net

Forums

originally posted in: Civil Reactions to Arcstrider at E3
6/5/2017 2:39:25 PM
8
So when you say that bladedancer is useless in PvE are you only referring to Hard mode raids? Bladedancer super with invisibility is one of the absolutely most useful supers in the game to revive dead teammates and save a fireteam from a wipe - especially in year 1 nightfalls where we typically ran 1 self revive player and one bladedancer player to help prevent getting kicked to orbit. It's still very useful in nightfalls today. The subclass suffers in hard mode raids only because there is no revive, but you can't judge the whole subclass on one mode.
English

Posting in language:

 

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

  • Yeah, in yr 1. Muppet

    Posting in language:

     

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

  • I don't understand the insult?

    Posting in language:

     

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

  • [quote]I don't understand the insult?[/quote]

    Posting in language:

     

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

  • First, I'd just like to observe what I said in full. I said Bladedancer is "practically useless compared to Nightstalker and Gunslinger for PVE". For an example, when you go into an Arc Burn Nightfall or Heroic Strike and it's more rewarding to pull out Nightstalker rather than Bladedancer because the super and invisibility are more versatile and less risky, there is a problem. And even Gunslinger, with no easy invisibility, is regularly more versatile and useful, especially with Nighthawk. Secondly, I mained a Bladedancer in Year One right up until I got my hands on the Khepri's Sting. I understand that it was great in Year One nightfalls because I constantly hear about how useful Sunsinger revives were for preventing the exile to orbit and feeling snubbed for how hard I worked to revive teammates. But that was in Year One, when Bladedancer had an invisibility monopoly. Once that monopoly went away... the subclass was never really as great. And it shouldn't have a monopoly in Destiny 2, it should still be spread around the Hunter class. Saying that a sbuclass USED to be good does not prevent it from being an irrelevant subclass for PVE now. Third, easy or hard mode raid, it's more productive to use the other two subclasses by far. The wonderful thing about the Titan subclasses is how balanced they are for raids. Certainly people want 2 defenders so that the whole team is augmented, but if you've got a third titan, people will say to go with either other subclass instead of a third defender. Despite Striker's close range, it's all damage in one shot, so the reward is as high as the risk. And though Sunbreaker takes a longer time to output damage, it's offset both by its range and its ability to almost double damage output with sunspots. And with the change in D2 that requires the Sentinel to hold the shield when they want to block incoming damage, things WOULD become a lot more balanced, except that Striker is going the same way as Bladedancer as well. So the subclass doesn't suffer in hard raids just because there's no revives, but also because it's a very melee focused subclass that takes too long to put out damage in an activity with the toughest enemies in the game, with no alternate way to match damage with the other two subclasses. And this limitation unfortunately follows it to most other endgame activities as well. Even up against the flayers, it's not worth using when Nightstalker or Gunslinger is more viable. And so it is "comparably useless". The real shame though? There are many easy fixes that would help this subclass be amazing in PVE without breaking the theme. I'm hoping to see that they've done something worthwhile when E3 arrives (and not just a 30% damage upgrade against AI opponents like with the hunter nerf of June 2016, which accomplished next to nothing) such as being able to throw spears, or putting up the damage a mass amount, or making the super buff armor incredibly in PVE activities, or just throwing/planting one spear that does arc splash damage in the area it is placed, like a larger arcbolt grenade. It wouldn't be hard to do, and most of those would still keep the subclass from being OP, but would make it relevant again.

    Posting in language:

     

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

  • It all depends on team comp and who can be trusted to stay alive more. Khepri's sting is good for one burst of invis, but is risky because you need to get close enough to get melee'd. Using invis ability in bladedancer's super you can stay invis for almost an entire 30 second respawn timer. Yeah, when I play with my buddies and we all hardly ever die it's better to use a different subclass. But if I am doing heroic strikes and end up with void burn Phogoth and two randos than my main goal is probably going to be reviving my dead teammates the whole fight. It definitely has its own (very helpful) uses.

    Posting in language:

     

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

  • You might be confused about Khepri's Sting. Khepri's Sting is the one that gives all hunters the ability to crouch and become invisible (and also backstab) whereas the one I think you're thinking of is the Don't Touch Me gauntlets, which turn you invisible if you take a melee hit. The big difference is that the Sting is proactive, whereas Don't Touch Me is reactive. Having Sting on means that I can find a safe-ish place, go invis, and then go revive my fellow teammates with ease, then depend on the overshield to get me back to safety. That's why I stopped playing Bladedancer with House of Wolves instead of Dark Below, beause Don't Touch Me came out with Dark Below and Sting came out with House of Wolves. But then all of the invisibility perks of Bladedancer got trumped with Nightstalker's one invisibility perk. You see, all the Bladedancer invisibility is double gated, as in they take two conditions to make happen. The melee invis requires you to be in dangerous close range AND to have a melee charge, the crouching requires you to take the time to crouch AND it has its own refresh time to prevent spamming, and the Super invisiblity requires you to be in your super (a waste if you just want to go invis) AND you have to choose it over the other two perks. But the Nightstalker invisibility only has one requirement: melee charge. This makes it useful for both proactive and reactive invis, AND it affects fellow teammates. If you're looking to use invisibility, Nightstalker trumps Bladedancer in every way, and if you're looking for add elimination it does the same job but from a less dangerous distance. Whatever helpful uses Bladedancer had, it's been overrun by Nightstalker and Khepri's Sting. And that doesn't mean they should take invis away from Nightstalker in Destiny 2. Giving Bladedancer back its invisibility monopoly won't fix what's wrong with the subclass, it will just make Nighstalker less powerful and Hunters more frustrating.

    Posting in language:

     

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

  • I've never seen a Titan Striker in any raid either. Hopefully it will be something fun in D2 Raid.

    Posting in language:

     

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

  • Well, I guess it will depend on whether or not Bungie rebalances raids too, but if it's along the same line, then probably fun but not useful. I imagine people will prefer sunbreaker for the same reason they'll prefer gunslinger over Arcstrider, or dawnblade over stormcaller. It's quite effective against Aksis because, like Gunslinger and Voidwalker, you can put all your super damage in for one hit, then go back to using weapons for even more damage. I've also seen it get used against Ir Yut for clutch timing on the challenge. Aside from that, it's used about the same as Gunslinger or Voidwalker, you just have to be careful with it. But yeah, the blaster classes aren't that heavily utilised. That will likely change with the onset of most supers becoming roaming supers, but Voidwalker still looks to be one shot, only split into multiple damaging rifts. It'll do great damage to bosses when voidwalkers step into rifts, if that's how it's being played. It'll still be useful if it's multiple smaller blasts in a row instead of all in one, because you'll be able to just put out that damage fast with low risk and good range. But new Striker and Arcstrider.... the risk looks far higher than the reward.

    Posting in language:

     

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

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