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10/13/2014 1:54:38 AM
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Lmao. Blade Dancers have the LEAST cheap of all the supers. I've never lost my entire team to a blade dancer, but I have to both Warlocks and Titans with their one hit kill supers with crazy splash damage.
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  • Their supers are too easy to use. Drop this OTB or smash the ground, everything in 10meters falls dead. AOE like crazy. Hunter's super takes some user control into it

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  • Just watch kill feeds. there is no denying that bladedancer gets 3x more kills than any other super, with very little ease. 1/25 times a titan or a warlock actualy get more than 3 kills in one super. 9/10 times blade dancers get 3-5+ kills when they super. Its soooo so common to see in the kill feed "so and so has a 5 kill streak!" and you see the arc blade icons LOL. I don't understand how people continue to deny this.

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  • Lol you are in denial! I get it though, if I was using an overpowered anything I wouldn't want people to mention it. I mean, god forbid they nerf the hunter for the first time.

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  • If your team is bunched up enough to get blasted by a Titan super, they would have all been eviscerated by a blade dancer as well.

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  • You'd be wrong to think that, seeing as it's not that hard for a bunch of players to gang up and kill a Blade Dancer with Arc Blade active, while a Titan's Super has already killed you by the time anyone saw it.

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  • The only time I've ever seen that happen was when the blade dancer was already critically injured. Their resistance to damage, difficulty to track and high recovery stat makes putting them down nearly impossible before they take out too many of your team members for it to matter. I've killed Titans and Warlocks who were mid-super, and yes I've killed blade dancers before, but blade dancers are far more precise and deliberate than the other two.

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  • Nothing sucks more than getting killed by a hunter's super then respawn, turn a corner and get hit again by the same guy still in his super. That is what inspired me to start building a bladedancer for pvp.

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  • That happened to me for the first time yesterday, I was not a happy bunny...

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  • Sounds like a bad day.

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  • Ur wrong. Blade dancers are the easiest super to use. Before u turn corner super anything around corner will most likely die.

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  • If your team is grouped enough for a fire-and-forget super to wipe then that's really on them. The problem with Blade Dancer's super is that thanks to how most maps are laid out you can easily kill half of the enemy team to all 6 of them if used correctly. If you're near a corner and a blade dancer or shotgun user is around the bend you don't stand a chance, and a good blade dancer can easily take advantage of that to avoid large confrontations that can blow them away. A warlock or a titan, meanwhile, has to time it just right for the perfect moment when the enemy team groups up or else it turns into a panic button.

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  • I would agree with that being on your team if the control points weren't death traps. As it exists currently, however, anyone PTFO'ing is essentially lamb to the slaughter. If they make the control points larger than a 5 foot radius then yes, that's on your team. But with the current state of affairs in control, it's on the design of the objectives. Any other game mode but control and salvage though, yeah that's just people going full retard. Frankly I'm tired of seeing multi-kills simply because someone turns a corner and roflstomps everything on the flag by hitting two friggen buttons. I would much prefer super abilities be disabled altogether in PvP, as much fun as they are to use. I can't even count how many times I have a killstreak stopped or just finish an epic battle over a control point to be unavoidably 1HK by any of the supers from someone that respawns. Side Note: a quick look at my stats will glean that I am a Hunter and have 0 arc blade kills in PvP. Golden Gun for me all the way. I prefer it. It only has 3 shots and I feel takes more skill than the alternative... if skill and super abilities can even be said in the same sentence.

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  • Switched to gunslinger recently, still getting the hang of golden gun's aim but I'm in love with the throwing knife for sure. As for what I meant talking about clumping up, I meant when a whole team tries being in one cap zone. That's just begging to get bombed, fisted or electro-shanked. At the least some of them could spread out a bit to cover the area and protect those capping surely, instead I can just run on up and get a merciless wipe since I tend to save my super for when I think I'm bum rushing a group I could never beat in sheer gunplay(I'm not MLG enough to take down half a team or more with just a shadow price in open confrontation, although I also deduct 1 from the least number of people to super down to 2 if someone's using a Suros). I think what I'd find fun is to have a different game mode, maybe with larger-scale maps that had a good combination of tight corners and open spaces(unlike the functional one-or-the-other dynamic most maps seem to have even if designed otherwise), where supers would be turned on and have them inactive everywhere else.

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  • I see your point, but it's hard enough to find people that play objectively in the first place. It is already a joke since there is hardly any emphasis on objective play. The fact that it all STILL boils down to who gets the most kills is kind of silly IMO. BF handles that well with the ticket bleed bonus for holding more objectives. technically yes, each ticket is an enemy life, but you could go 0 and 12 and top the boards if you cap flags like a boss. That is teamplay oriented. As much as I don't like CoD, their Domination mode handles it well in that kills mean absolutely nothing toward winning the game. Aside from killing people in the way of capping a point, there is pretty much no emphasis on kills having a bearing on the game's outcome. Usually, the team with more kills will win and well they should because they are outplaying the other team, but unless you get a nuke in MW2, kills mean nothing in Domination. How does objective play help you in Destiny? By rewarding more points per kill... this system in and of itself is broken. It is an interesting premise, but it basically makes every mode TDM at its core with small incentives for objective play. And the incentive is further diminished when you make the control points death traps. I understand where you are coming from, but why does there need to be someone sacrificing the potential for points just to avoid a wipe? Also some of the points are oriented in such a way that even if you're standing off to the side with a decent, protective LoS, the entire area is so small that the splash damage gets you regardless TL;DR version: having the ability to go up against a full team and win in a matter of seconds without hardly trying is dumb. Stop punishing people for trying to play the objective (even though it means jack squat), no matter how dumb it may seem to have everyone piled on one flag because at least they are capping flags!

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  • I once saw a team full of Suros users that just ran around from point to point together. In my mind that's when the anti-tank rifle deserves to be unleashed. The rest of the time, while I see what you mean, if the enemy team is all going for one point they don't ever need to all be on the objective. Even on Blind Watch's point B, where the point is closed in on almost every side, you could always just have people down the stairs or out the door watching the paths from A and C. There's no point in instacapping if your team opens itself up like that right after, but at the same time you need supers because otherwise a full team like that would just be a war machine and dominate by hexa-teaming any unlucky -blam!-er who comes across it. Which would make the points even less important to winning.

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  • The fact they can be used as a panic button makes it extremely annoying and cheap all on it's own. Oh, I'm about to get merked? Here, let me just use my Super so I take you down with me.

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  • And I've pulled that off with Arc Blade once or twice, it's just a bit harder. What I was getting at is that almost every time they're used both Fist of Havoc and Nova Bomb have next to no chance of killing more than one person because the enemy would have to be in a clump to make it possible. Which is why you see them getting thrown as a last-ditch effort to keep an opponent off a control point, or as a bum rush tactic to quickly clear the way for a capture(I've done this before by throwing down a Nova Bomb inside a defender's shield, taking it down and killing him at which point my bloom perk caused a second explosion and cleared the other two people there). Hunters have the best specials by far in that field - while they take a second to turn you have by far the most control combined with the usual one-shotting associated with supers, which is why Hunter supers can consistently get more kills. I wouldn't say a super being called a panic button means it's cheap - I'd say that means a panic button or berserker tactic is all it can be used for on a regular basis.

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  • Bladedancer has the best chance to wipe a team as it lasts a decent moment so you can jump from one throat to the other. I've seen it done, it's frustrating, but all supers have that opportunity to F someone over.

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  • Bladedancers do it all the time. I die more from blade dancers than anything else

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  • I die from warlock super more anything else.

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  • cuz ur a hunter tht y duh!

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  • I'm not sure if I die more by Warlock supers or Titan supers. I want to say Striker super usually gets me the most often, with Gunslinger and Voidwalker near tied for second. Fellow Bladedancers would be third. Then there's the off chance I die from a Sunsinger or Defender super, lol.

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  • I probably have had roughly the same experience

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  • It's been more hunter supers for me honestly especially blade dancer.

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  • You haven't lived until you had a team wipe, via Blade Dancer.

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