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Destiny 2

Discuss all things Destiny 2.
2/9/2024 6:06:11 AM
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What is the class identity of stand hunter?

I've has this thought for a while now, but I really want to understand what happened, every one of the parts of the strand hunter kit does something from the other subclasses, rolls it together, and calls it a day like it didn't just take everyones job at once. Melee - Ranged melee than refunds itself (Solar hunter), that can ricochet off players to other people (Arc hunter arcbolts/jolt), that also grant damage mitigation by reducing the damage targets hit by it deal (Void hunter running omnioculus) Grenade - Either a hyper mobility tool that enables you, and the rest of your team instant access to cross map travel (Arc hunter blink/amplified), infinite charged melee uses (Arc hunter combination blow/Solar hunter throwing knife), near endless air stalling from melee based anything, including supers, and with an exotic, infinite uptime on damage resist and flinch resist. OR Tracking grenades that hunt enemies around the map without player input for free damage (Arc hunter Shinobu skip grenades), that have weird hitboxes that feel ping reliant. Class ability - Either an in air dive (Stasis hunter) that uses not a grenade ability pre placed before for lethal damage, but built into the dive itself for your faster cooldown dodge, that can act as a way to win nearly any fight you'd be unable to otherwise, even going as far as disabling some supers upon use. OR A construct (Titan class, or stasis Hunter grenade) that has radar manipulation with it pinging as a player (Void hunter), that sits as a proximity bomb for players to hit, than spawns even more of the homing grenades from before (Strand warlock?) The super is cool with a high skill ceiling on usage, but coming with infinite grapples and dives, can be easily spammed with the classes base abilities, and almost none of the supers unique interactions. I want to like this subclass, but the fact that it does literally everything in the game, most of which, at the same time, makes it extremely unfun to play against, and not something I want to use, when it almost assuredly means i'm ruining someone else's day by equipping. I'd much rather see parts of its kit fractured into new/altered aspects to reduce how much this class does, or simply nerfing some abilities/parts of the kit. Exe. Melee not causing sever unless Whirling maelstrom is equipped. Strand clone not acting as a radar ping/only lasting a few seconds at most, while spawning no more than 1 or 2 threadlings. Dive aspect causing increased cooldown, and or having longer end lag in the animation to make it less abusable as a solo player, relying on teammates to address immediate threats for you. (Possibly keeping players in 1st person when suspended, but I think that'd swing the balance of this ability the other way). Finally, letting supers become immune to the effects, a 30s class ability shouldn't be an effective counter to supers (Before you say it, I think this is true for barricades as well, they need to do their damage much slower, with a different punishment for ignoring them, like a slow effect that lingers for .5s when you leave them)

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