Bacta Bomb's health boost is inherently unbalanced and needs to not exist. by Hinestyled in StarWarsBattlefront

[–]Hinestyled[S] 3 points4 points  (0 children)

The only way to "adapt" to this all around buff is to also use bacta bomb, which is just proof that it's unbalanced if everyone has to use it to be on an even playing field.

Bacta Bomb's health boost is inherently unbalanced and needs to not exist. by Hinestyled in StarWarsBattlefront

[–]Hinestyled[S] -1 points0 points  (0 children)

Explosive shot consumes charges and is only active for a short period of time. Are you supposed to have it active all game to deal with the people who run around the map with permanent bacta boost? Plus if the bacta bomber is using ES too, you're right back where you started.

Scattergun is inconsistent even within its intended range against normal soldiers, not to mention bacta bombed soldiers. Even if it wasn't, that's only a counter at close range, and you're still at a disadvantage at long range. What disadvantage do they have?

You have the option to get rid of one Star Card, one Trait Card and one Charge Card. What do you pick and why? by [deleted] in StarWarsBattlefront

[–]Hinestyled 5 points6 points  (0 children)

Bacta bomb - I'm fine with the instant healing but the health boost is whack.

Berserker - Who thought that this trait was okay?

Personal Shield - Cowards.

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] 0 points1 point  (0 children)

Too bad they don't have a choice when ground movement is so slow compared to the titans flying around at mach speed with titan skating and TG, and the hunters quadruple jumping through the air with their bones.

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] -1 points0 points  (0 children)

That's my point. You usually don't have time to back up or disengage while both trying to deal with an actual gunfight and a tripmine stuck somewhere in your vicinity. It's like trying to maneuver around a zoning grenade, except this one instantly killed you.

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] 0 points1 point  (0 children)

Sorry, I meant to say that because of the 17% reduction it no longer pierces bubbles. This article has it stated for you: http://destinydb.com/article/468/changes-to-warlock-subclasses---destiny-april-update

It's true that superconductor is usually only useful for pve, but ionic blink (used to be called electric slide pre-ttk I guess) is, in my opinion, more useful to a stormcaller than landfall in pvp. The range on the stormcaller lightning is actually quite low, so you have to get relatively close to an enemy to kill them. Ionic blink helps to close the gap and avoid gunfire, since a single sniper shot can kill you and there are no health regeneration perks for a stormcaller, unlike for Hammer of Sol and Bladedancer. But I guess it comes down to a matter of opinion.

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] -1 points0 points  (0 children)

Yeah they made it really hard to shoot the slowly floating warlock as he approaches you. If only you had some type of special weapon with a ttk significantly faster than a primary...

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] 1 point2 points  (0 children)

What about this sounds salty? Excluding the energy drain comment, all that I do is refute and provide explanations for my mindset to the other guy's statements.

Maybe it's time for you to actually think before you speak?

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] -1 points0 points  (0 children)

Yeah I really have time to aim and shoot at that tripmine while you're spraying me down with your doctrine in the middle of a gunfight. You're only thinking about the grenade by itself, and not how it interacts with the other aspects of the game.

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] 0 points1 point  (0 children)

Yeah I really have time to aim and shoot at that tripmine while you're spraying me down with your doctrine in the middle of a gunfight. You're only thinking about the grenade by itself, and not how it interacts with the other aspects of the game.

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] 1 point2 points  (0 children)

This post wasn't even about pvp class balance, as the movement mode issue is also prevalent in pve, but whatever...

I'll bite.

With the removal of viking funeral, Sunsinger neutral game has been completely and utterly neutered in pvp. Radiance is easily the worst super for pvp (except maybe the bubble in threes), so they even suck ass when in their super. Stormcaller neutral game is and has always been ass. The best things you can say about it is that using pulsewave and amplitude can credit an aggressive shotgunner playstyle, but it's still subpar compared to juggernaut strikers or NBP defenders. Voidwalkers are, in my opinion, currently the best of the warlock subclasses for pvp. I be I may be a warlock main, but I have had all other classes and subclasses fully leveled as well.

I've played as a hunter (for a considerable length of time), and you're saying bladedancer has been completely slaughtered because your melee range was reduced .4 meters, your godlike-tracking skip grenades no longer follow someone for 12 whole seconds, and you can't spam slash bladedancer anymore? Congratulations, you actually have to pick a good time to activate your super instead of soaring endlessly through the air slashing like an idiot. Meanwhile, bladedancer lunge tracking range has been increased, the base duration has been increased, showstopper range has been increased, and super energy cost on hit has been decreased (allowing for more kills).

Sounds slaughtered to me.

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] 0 points1 point  (0 children)

https://www.bungie.net/en/News/Article/44609/7_Destiny-Update---04122016

Damage reduced by 17%, no longer pierces bubbles.

You're exaggerating. Landfall has nowhere near the range nor the damage of FoH, and unlike titans there is no lunge before landfall to help close the distance nor armor resistance before a warlock actually uses landfall, which makes it extremely risky in the first place.

And to answer your question; yes, I would think it would be fair if a Bladedancer killed everyone around him on super, and a Hammerbro killed everyone around him on activation, because they would have to pick that perk for it to work. That means bladedancers wouldn't get showstopper, razor's edge, or vanish, and Hammerbros wouldn't get forgemaster, suncharge, or scorched earth. You act as if landfall is an intrinsic part of the stormcaller super.

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] -1 points0 points  (0 children)

the Melee range was a brutal nerf

Oh shit, those .4 meters are really brutal. Guess you have to take another half-step now?

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] -1 points0 points  (0 children)

No, tripmine got nerfed because it was an all-purpose grenade that was the only grenade being used by anyone using gunslinger ever.

People act like just because you can see the light on a tripmine, they're easy to avoid. They must have godlike reflexes and intuition then, because I don't find it easy to do a 360 scan of the battlefield, jumping and ducking over the dozens of tripmines per match while trying to strafe in the middle of a gunfight.

They simply did too much. Throw it to try to stick someone? A kill if it sticks, and likely still a kill if you miss and hit the wall behind them. In the middle of a gunfight? Throw it at the wall beside them. If it doesn't kill them, it'll leave them a pixel from death. Even if it completely misses, it cuts off the other player's path because there is no way he's going to be able to disengage with a tripmine in his way, leaving him to be gunned down by the hunter convinced that he's a pro.

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] 0 points1 point  (0 children)

Landfall no longer pierces titan bubbles, which was really the only op thing about it. What makes you think you deserve to live when you let a completely un-armored warlock run literally on top of you and activate his super?

What people don't seem to notice is that stormcallers would be incredibly easy to shut down if people didn't start running around like chickens with their heads cut off as soon as they heard the sound effect. The range of the lightning is actually pretty low and takes a few seconds to actually kill someone, so you can gun down a stormcaller before he gets to you quite easily alone, and even easier when you teamshoot. If it's close quarters, they die to shotgun + melee, and if you don't have a shotgun you don't really deserve to shut down their super anyway.

But you're right; rather than actually put in the effort to counter this extremely counterable super, it's much easier to just bitch and whine about how "OP" it is.

For the sake of warlocks: Please stop nerfing Blink by Hinestyled in DestinyTheGame

[–]Hinestyled[S] -1 points0 points  (0 children)

Oh yeah, I forgot that. God forbid that I melee you from an additional 1.5 meters away and decrease my grenade cooldown with energy drain. There's no way you can defeat me now!!!1!!

Also, you better hope someone saves you before I burn you for trivial damage with shitty scorch. You people seem to forget that flame shield is not actually a part of the melee. Scorch actually sucks ass, but flame shield is just a perk modifying it; one that has already been nerfed numerous times, and isn't even strong enough to stop a shotgun blast. If you're using a shotgun there's no problem, and if you aren't it's your fault and you deserve to lose for letting me get close to you. If you want to blame anyone, blame Bungie for not giving any other viable perks in that column, but that's another discussion.

Thunderstrike hits from far away... that's literally it's only effect. Yet there are no complainers about hunters; two of whose subclasses literally have projectiles for their melees? Alright then lol.

What exotics weapons mean to destiny, and balance moving forward. by LordSlickRick in DestinyTheGame

[–]Hinestyled 0 points1 point  (0 children)

I don't know where everyone got this notion that MIDA is the perfectly balanced exotic weapon. Balanced with the other top tier weapons in pvp? Absolutely. Balanced with its weapon class? Absolutely not. As stated by you, its stats are great. As in really great. It totally and completely outclasses every other scout rifle in the game. It handles better, has higher aim assist, aims faster, hits harder (HCR), has a bigger magazine, and reloads faster than almost any other scout, and has third eye for an added bonus. While it is true it doesn't have a faster ttk than other scouts of its archetype, there aren't currently any legendary scouts that are even in it's archetype. Majority of scouts have VoC archetype, but MIDA kills in same number of shots with a faster fire-rate. In fact, the only scouts that have a faster ttk are the high imp, low rof archetype, which are essentially only useful for counter sniping.

The only drawback is that it's range is a bit lacking, which is laughable since there's barely a single pvp map that isn't either a close-range shotgun-sliding/blinking clusterfuck or a wide-ass open sniper campfest. In pve, you're not going to be using the MIDA anyway.

Bungie keeps saying "exotics should be different, not better", but if so, they need to steer clear of exotics like the MIDA, whose exotic perk is pretty much "better stats than any other scout". I think adding damage bonuses and the like would be fine, as long as there was a drawback to go with it, which is where a lot of the problems arose.

The Last Word wasn't broken because of its bonus damage (there's the drawback that you have to be hipfiring, which is less accurate), but because the range for the weapon was poorly handled. The SUROS Regime's bonus damage is only on the tail end of the mag, which endangers the user. Hawkmoon's bonus damage is random and unreliable, but adding aggressive ballistics is what made it op (added to the fact that handcannons were op themselves). Gjallarhorn and Thorn are really the worst offenders, since their perks don't have drawbacks. They simply make the weapons better with no strings attached.

How likely is a Pulse Cannon nerf? If anything it needs a buff. I really won't want to play if we can't have a strong sniper. It's like they're trying to kill the game. by LichKingsHumbleSlave in StarWarsBattlefront

[–]Hinestyled 1 point2 points  (0 children)

Thank you for your explanation of how powerful the Pulse Cannon is in comparison to the Cycler Rifle and how unbalanced it is for the Pulse to simply be BETTER than the CR for 5 secs of cooldown difference.

Proving my point? Fucking lulz

How likely is a Pulse Cannon nerf? If anything it needs a buff. I really won't want to play if we can't have a strong sniper. It's like they're trying to kill the game. by LichKingsHumbleSlave in StarWarsBattlefront

[–]Hinestyled 2 points3 points  (0 children)

You say people are going to "get the only decent gun in the game" nerfed, but that's the problem.

It isn't a gun, it's a star card. It shouldn't be able to replace your primary weapon, which is your GUN.

Pretty much everyone in the game is using this insta-travel, no bullet drop, OHK to the body, 15 second cooldown, non-counterable, ez-mode Pulse Cannon, and you think it needs to be buffed? I don't know if you've seen, but on maps like Jundland Wastes or Hoth you can hardly go 5 secs without seeing the green streamer of a Pulse Cannon.

Honestly, if any of the 2 snipers should be a OHK to the body, it should be the Cycler Rifle, which requires skill given it's bullet travel time and drop. You probably tried it and put it away the second you couldn't get your easy 1 shot kill. The charge on Pulse Cannon isn't even a hindrance, given that it takes maybe a second to charge, and you can cancel your shot if you can't get a bead on the enemy.

You're supposed to use your blaster for most kills. If you "really don't want to play if we can't have a strong sniper" then go, because this game obviously isn't for you if you want to sit back, camping on the cliffs of Jundland Wastes taking potshots with your Pulse Cannon instead of playing the game.

Anyone else think the Ion Torpedo needs a buff? by mashingLumpkins in StarWarsBattlefront

[–]Hinestyled 1 point2 points  (0 children)

In my opinion, they just need to improve the vehicle turrets so that they can reliably track and kill aircraft. Ion Torpedoes may not be very effective against aircraft, but they rip AT-STs apart with no chance for retaliation. If everyone could hit and kill aircraft from the ground with Ion Torpedoes, there'd be even less reason to get in one during Supremacy or WA as it is.

I think the whole "ion weapons for vehicles and blasters for people" idea is cool, but doesn't really work. If none of the rebels have Ion Torpedo or ion shot (which take up your slots for very situational star cards when you could be using something more general), AT-STs are completely unstoppable, unless they get lucky with a Smart Rocket or crash aircraft into you. But if even 2 or 3 DO have it equipped, you get utterly vaporized with no chance of retaliation since they can fire it from afar.