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Edited by Lost Sols: 12/4/2019 7:32:31 AM
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Supers for top tree Nightstalker and middle tree Arc Warlocks need work in a future update please.

The clips from this video are all while playing this evening using Chaos Reach. I love the middle tree Warlock for the ranged melee ability which plays well with my character build, but the super itself is very underwhelming. It's actually very good vs roaming supers like Fist of Havoc, Arc Staff, Tickle Fingers and Spectral Blades, but vs any other opponents it can easily be beaten 1v1 by any heavy and almost any special weapon in the game, and it's a crap shoot vs top tier primary weapons. In situations facing multiple opponents, it's almost a guaranteed death unless they're lined up all in a row in a tight hallway. Arc Warlocks and Way of the Trapper Nightstalkers are the only offensive supers that can't instantly kill on contact and not just vs other supers, but against any opponents. Top tree Nightstalkers and middle Tree Warlocks also have the least damage resistance for any super on casts that have both classes hanging in the air as giant targets. By comparison, it's almost impossible to drop a Hunter before they can get a Blade Barrage off and once they hit their super, the best you can hope for is maybe a trade a small percentage of the time. Also, their super fans out over giant areas and each blade is essentially a cluster rocket. If they even land beside you, you will die. I've posted in the past that I feel Way of the Trapper should kill on impact and that it needs to suppress better as well since Titans grenades are better suppression. To that end I think the tether should rubber band like the Scorn tethers do and there should be an AOE suppression detonation on impact. For middle tree Warlocks, I would like to see the Arc beam also kill on impact as well as function like 1KV on impact. Honestly 1KV is basically a solar Chaos Beam that is much better. That shouldn't be and countless weapons shouldn't kill faster/better than a Super. Thank you. Edit: almost forgot. Choas Reach also can't break a Titan bubble. Makes zero sense since FoH, Nova Bomb and BB all will break them.

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  • You definitely missed

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  • You definitely missed

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  • WHat scout u using in first clip, looks sick

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  • Edited by TJ_Dot: 12/3/2019 3:20:05 PM
    Are you actually kidding right now with Chaos reach? Like....this has to be a joke. First guy, you missed Second guy, you missed Third guy, rinsed you as you casted and got off a single tick (Yeah, that's Recluse and whatnot, but that's a Recluse problem) Fourth guy, same thing, with a high impact fusion Fifth got Blade Barrage damage resistance as you hit him, saving his life barely for half a second. Sixth was tactical misplacement and you got ripped by two as you killed one. Because of these being mostly your fault, you now think you're in a spot to fight for Chaos to be instakill? Are you serious? The worse thing about it is the camera angle if anything moves to your left or if a wall is behind you, that is what needs to be fixed. The lesser damage resistance to where a fusion can one-shot you is likely because you can easily cancel it after solo supering that guy like an asshole and continuously cheese people when you regen much sooner. 1k is different, being harder to aim in the air, a thinner beam, and it depending on the explosion to do anything. A midair guardian has an easy chance of survival if they away from walls. Direct hits require about the same dose of beam to even cause an explosion on them. Shadowshot already one-shots, know your info. Pulling might get complained AoE, yes, but that's just for consistency. Too bad I'm muted though

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    • Edited by Athos SD: 12/4/2019 9:47:42 AM
      Oh God not another buff Warlock post.

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    • Most of those are misses and some you used in very bad situations. Maybe needs a better overshield seeing it allows very minimal movement and places you in everyone's line of sight. Targets should flash red also

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      • Not going to lie but your clips were pretty bad dude. Most of those you missed outright, or timed the super badly. Some of them looked like you tried to panic super from red health, and you cannot do that with Chaos Reach. Top tree NS is fine as it is. Not everything has to be made viable for PvP, and even then, top NS is a one shot if you direct hit, or if placed correctly shuts down a pesky super.

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      • [quote]The clips from this video are all while playing this evening using Chaos Reach. I love the middle tree Warlock for the ranged melee ability which plays well with my character build, but the super itself is very underwhelming. It's actually very good vs roaming supers like Fist of Havoc, Arc Staff, Tickle Fingers and Spectral Blades, but vs any other opponents it can easily be beaten 1v1 by any heavy and almost any special weapon in the game, and it's a crap shoot vs top tier primary weapons. In situations facing multiple opponents, it's almost a guaranteed death unless they're lined up all in a row in a tight hallway. Arc Warlocks and Way of the Trapper Nightstalkers are the only offensive supers that can't instantly kill on contact and not just vs other supers, but against any opponents. Top tree Nightstalkers and middle Tree Warlocks also have the least damage resistance for any super on casts that have both classes hanging in the air as giant targets. By comparison, it's almost impossible to drop a Hunter before they can get a Blade Barrage off and once they hit their super, the best you can hope for is maybe a trade a small percentage of the time. Also, their super fans out over giant areas and each blade is essentially a cluster rocket. If they even land beside you, you will die. I've posted in the past that I feel Way of the Trapper should kill on impact and that it needs to suppress better as well since Titans grenades are better suppression. To that end I think the tether should rubber band like the Scorn tethers do and there should be an AOE suppression detonation on impact. For middle tree Warlocks, I would like to see the Arc beam also kill on impact as well as function like 1KV on impact. Honestly 1KV is basically a solar Chaos Beam that is much better. That shouldn't be and countless weapons shouldn't kill faster/better than a Super. Thank you.[/quote] Sadly like most of the warlock it’s only good (or really shines) in pve. The list for warlocks and actual buffs goes on and on and on...... 77 days ago they said they would look into warlock melee. “Look” into it they did.......

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      • Edited by WulfPak666: 12/3/2019 4:54:44 PM
        Chaos reach as a super is garbage. It only damages on a per tick basis, so you need to hold it on someone constantly for 4-5 ticks, which isn't happening a lot of the time. Also it basically has no armor whatsoever because of the "across the board" super armor reduction. Chaos reach is one of the few supers you can insta kill with a fusion or shotty without even thinking about it or following with a melee, same for Nova Warp. The only thing it has going for it is the neutral game amd apparently Bungie's way of thinking is that if the neutral game is strong, the super can be garbage. See Nova Warp. :)

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        • Video is a good example of what not to do when using chaos reach.

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        • Bottom tree golden gun is hopefully getting fixed in the update enough because landing a headshot on any super is not fun when you have no resistance and okay aim assist.

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          • Edited by WP ScorpionWind: 12/4/2019 12:15:06 AM
            Way of the trapper I feel like is hard really because at least for me there's very little in terms of what they could do to buff it for PvP. It can't be a one hit kill per say as it branches out so far that anyone who came into the same room would get hit by it. About the only two ideas I can come up with are 1) Void Leach:[spoiler] When connected to an enemy, that enemy takes a small hit to HP per second that slowly drains over time.[/spoiler] 2) Link In The Chain:[spoiler] The tethers can chain off of hooked enemies by a small amount to addtional enemy(ies). So if enemy A is at the tether's max reach distance and is hooked then the tether can then can chain from enemy A, X additional distance to enemy B who would otherwise be out of reach. [/spoiler] While not as relevant to the topic of PvP, to this day I still think that completely removing the damage buff effect from way of the trapper was a bad call. Hunters don't have any effect that really compares to the titan bubble or the warlock wells. Damage bubble and healing well are both vary common very effective abilities where as hunters have little to nothing in that department except for our pack buff which is no where near the potency of those two in terms of usefulness, duration, or impact on the team (I know this last one is kind of meh since the hunter is suppose to be more stand alone class.)

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            • 2
              Second reply here cause now I'm thinking about it, but what if everything about top three Tether stayed the same, but with these additions: Vanishing step now charges your grenade when you dodge while surrounded (3 or more enemies). Keeps its invisibility function. Snare bomb keeps it's current function, but it also makes your grenades weaken and disorient enemies as well. Killing enemies damaged by your grenade charges your super. Keen scout keeps its current function, but it also allows for significantly faster reloads while invisible. Sprinting while invisible charges your dodge ability. Like, think about that. That combo would make such a fun experience of trap with grenade, debuff, kill, repeat and would 100% not be OP in PvP as long as a player couldn't be invisible all the time. That would be absolutely awesome and would really fit the Trapper fantasy, as Bungie likes to say.

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            • Blade barrage needs to do self-detonation damage. Seriously, a guy blade barrages the ground while he’s right next to me, he walks off scot free

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              • We know thundercrash and the solar supers are geting changed. Maybe we will get some more.

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              • The old way of specking your build in D1 was better imo. There are things I like about certain subclasses for the warlock but not all I wish I could pick and choose the attributes I want instead of having to pick an entire block

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                • Haha yes buff chaos reach very underpowered give double damage 👀

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                • Buff hunters more you say?

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                • Top tree pole dancer is fine. Each kill stacks more damage, its a pve super

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                • Yeah, lets just use my super at the worst time and in the worst spots and blame the super for when i dont get kills........... its honestly fine. Its a great pve super and it in no way needs a buff for pvp.

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                • Chaos Reach is currently 10/10 in PvE, PvP doesn't matter. In my opinion, a subclass needs only to be strong in one aspect of the game between the two. If it's strong in both, that's fine. But say, Well of Radiance. It's garbage in PvP, but it's a must-have in raids. Does the subclass need a buff just for PvP? No. Chaos Reach is spectacular against strike bosses, Gambit bosses, things of that nature. Well, as long as you have Geomag, anyway. Does it need a PvP buff? Not a chance. As for Way of the Trapper, its super is just fine. I would like a rework on the entire Nightstalker subclass though tbh. Whole thing rubs me the wrong way. Of the twelve perks between the three trees only like four seem actually useful to me. But that's a different topic altogether.

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                  • Yawn.

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                  • Edited by TJ_Dot: 12/3/2019 3:24:03 PM

                    Started a new topic: Shadowshot Updates: Take 6 or something?(2 Replies))

                  • It’s because the neutral game for these is so fricking strong. Ability regen is off the charts for warlock, and hunter has fantastic neutral game with cloak and radar confusion.

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                  • [quote]Are you actually kidding right now with Chaos reach? Like....this has to be a joke. First guy, you missed Second guy, you missed Third guy, rinsed you as you casted and got off a single tick (Yeah, that's Recluse and whatnot, but that's a Recluse problem) Fourth guy, same thing, with a high impact fusion Fifth got Blade Barrage damage resistance as you hit him, saving his life barely for half a second. Sixth was tactical misplacement and you got ripped by two as you killed one. Because of these being mostly your fault, you now think you're in a spot to fight for Chaos to be instakill? Are you serious? The worse thing about it is the camera angle if anything moves to your left or if a wall is behind you, that is what needs to be fixed. The lesser damage resistance to where a fusion can one-shot you is likely because you can easily cancel it after solo supering that guy like an asshole and continuously cheese people when you regen much sooner. 1k is different, being harder to aim in the air, a thinner beam, and it depending on the explosion to do anything. A midair guardian has an easy chance of survival if they away from walls. Direct hits require about the same dose of beam to even cause an explosion on them. Shadowshot already one-shots, know your info. Pulling might get complained AoE, yes, but that's just for consistency. Too bad I'm muted though[/quote]

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                    • Plz, no more hunter buffs.

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