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#feedback

12/7/2018 8:10:52 PM
0

How to make Tether OHKO in PVP in a reasonable way

Regarding the Crucible, many folks want tether to OHKO on hit claiming that it's underpowered relative to other supers. However, I disagree with it always being a OHKO because the function and purpose of the super is a trap with status effects, a poison arrow of sorts, and there should be drawbacks to using tether as an aggressive attack rather than a sneaky trap. Now, hear me out before you downvote because I think we can buff it in a way that improves PVP and doesn't negatively affect PVE. I think a good solution would be to give the tether a perk that increases damage the farther the arrow travels before hitting a target. This mechanic would be in line with the trapper/stalker theme, and reward players for playing the stalker that is unseen and uses surprise attacks if the player wants the OHKO in addition to the other effects tether applies. This wouldn't adversely affect PVE. An alternate option could be that tether will OHKO if fired while the hunter is invisible. This would also fall in line with the nightstalker, trapper, etc. theme. In fact, perhaps each tether skill tree could have one or the other or some variation. This also wouldn't adversely affect PVE. I like sticking to the theme of the subclass as much as possible, and rewarding play styles that capitalize on that theme. Anyway, thanks for reading. TL;DR - make tether deal increased damage the farther it travels OR make tether deal increased damage when fired while the player is invisible; the idea is to give a desirable OHKO capability in the Crucible while requiring players to use a "nightstalker-esque" approach without breaking PVE utility.

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