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Edited by Ikora'sLilFemboy: 5/18/2024 4:31:32 PM
17

Weavewalk Deserves 2 Fragment Slots

I dont know the process behind game developing and balancing, so I apologize if there is something obvious I am missing, but is there a reason something like banner of war, which has the potential for indefinite uptime, offers a damage boost to oneself and allies, as well as providing healing for the whole team, has access to two fragment slots while weavewalk, which is limited in uptime by consumption of melee energy, provides substantial damage resistance, but only for oneself, again at the cost of melee energy, only has one? I'm a warlockl main and an avid buildcrafter and I just feel a little shorted. There are so many wonderful build ideas I have for weavewalk, but the benefit it provides, in my opinion, is not worth the drawback of only two fragment slots. This is especially sad because it is the only reliable survivability in strand warlock. With aspects in other classes that allow for two fragment slots AND a substantial benefit (i.e. flow state, roaring flames, sol invictus) I just struggle to see why weavewalk would be unbalanced if it had access to a second fragment slot. Does anyone agree with this? Bungie, is this something you would be willing to do?

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  • Edited by An Engram Full Of Bees: 5/18/2024 8:41:09 PM
    Yeah Warlocks have been getting the shaft lately tbh. I’d like to see some kind of change soon, weavewalk is one of my favorite abilities in the game.

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    • 1
      DarthSidious47
      DarthSidious47

      I’m the dyslexic guardian - old

      weave walk needs more than just more fragment slots that aspect is just awful

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    • Bungie hates warlocks. I thought this was known.

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      • Yeah the penalty should be removed seeing survivability with Warlock Strand really hasn’t been addressed.

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        • I understand completely my Arc Warlock Build doesn’t have much survivability due to no source of health replenishment, like the Titan and Hunter so it’s a bummer honestly. I understand an exotic could help but to rely on Karnstein Armlets while they just punch is a little irritating for me lol

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          • They might do that eventually. Solar titans consecration slam was 1 slot. Stasis titan cryoclasm slide was 1 slot. They bumped those up to 2 because they weren't being used. I can see them bumping weavewalk up to 2 slots eventually if they crunched the numbers and see nobody is using that aspect and strand is on the low end of usage for warlocks. I just recently unlocked strand on my warlock (titan main) and I don't use weavewalk because of the 1 fragment slot. But again it got nerfed because of pvp.

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          • Weave walk was only good for like a week lol. The only good use it had was being able to instantly come out of the animation and attack with a glaive. Then bungie nerfs that and its easily become one of the most useless aspects in the game. It just so happens to be a warlock aspect so god forbid they have anything good in this game. Then we have hunters going around like Spiderman and suspending targets while dropping for free kills in pvp.

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          • Yeah it’s just bad. I never use it. Mindspun is just solid across the board while Wanderer has suspend + movement tech and Call has its nuke ability. In PvE it’s pretty much just invis that eats your melee charges but slowly gives you threadlings. In PvP, it’s not fast enough to get away from enemies. If you want to get out of it, you need to break LoS again or just get worn down in the exit animation. Rift cast to exit is flavorful but requires you to run Weaver’s Call in order for it to be anywhere close to viable. It needs either more fragment slots or some added bonuses.

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          • 3
            SMlFFY
            SMlFFY

            Killed by the Architects - old

            Just give every fragment 2 slots, and while we are at it, make one of the solar fragments for Titans and Warlocks have 3 slots like hunters have , so that it will allow them 2 run 5 aspects as well.

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          • Agreed warlocks also have 0 class with five fragment slots we are stuck to 4 or 3. Icarus dash you would think should have 3 since it's just movement. But nope.

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            • Banner war infinite uptime, don't be silly. I think everything had more slots for fragments originally

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            • We should be able to choose the effectiveness of Aspects from 3 tiers which then dictates how many Fragment slots are available.

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            • They should just free all slots up. If pvp is a concern, then they need to limit it there then. For pve, they just should free the gear slots and let us slot w.e and same with fragments. I play all 3 characters, while I main a hunter. I do feel shorted with all of them, honestly.

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            • i say just take fragment slots off of aspects give us 4 or 5 slots by default, tying them to aspects just feels gimmicky

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              • come and be a titan dear fellow

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              • Honestly, while I like 3.0 better than 2.0, I still never liked it. I wanna see something new... Again... I've been conceptualizing a 4.0: EDZ Solar supers: Blade Barrage - Knock 'Em Down, Hammer of Sol - Sunburner, Daybreak - Sunsinger: Has 25% resistance. Lasts 12 seconds. 8:20 cooldown. <Unbound> - Fire a large projectile that tracks targets and deals area of effect damage. <Unbound> While aiming down sights to launch a firebolt that travels faster and deals significantly increased precision damage. <Unbound> Throw a honeycomb of projectiles that sets targets on fire. Players that level up a subclass can equip more perks for up to 3 upon mastering a subclass. Some abilities and perks require mastering other Solar subclasses to unlock. * - Master Gunslinger to unlock ** - Master Sunbreaker to unlock *** - Master Dawnblade to unlock Solar mastery ranks: • Matchstick - (initial) • Flame Initiate - Unlocks subclass terms. requirements: - Unlock all available Solar abilities and perks from the Abyss in the EDZ - 5,000,000 subclass XP • Torch Bearer - +1 Perk slot requirements: - Unlock all available Solar abilities and perks from the Abyss in Egypt - 10,000,000 subclass XP • Fire Fiend - +40% resistance to Solar damage (excluding the Crucible) Requirements: - Unlock all available Solar abilities and perks from the Abyss in Antarctica - 15,000,000 subclass XP • Hellborn - +1 perk slot - 20,000,000 subclass XP - Complete each of the Solar Abyss visits without dying - Unlock all available Solar abilities and perks for your class - Obtain all solar weapons for your collection Subclass XP is obtained by completing activities with the matching subclass equipped, completing related triumphs, and overall just simply using a subclass. Blade Barrage perks: 1 - Precision bolt fire rate is doubled. 2 - Precision kills with Blade Barrage ignite enemies. 3 - Damage increases with precision bolts, but accuracy is significantly decreased. 4 - Activating Blade Barrage grants radiance to nearby allies(Not including yourself). Precision kills extend radiance's duration. Blade Barrage benefits from being radiant. 5 - Precision hits with Blade Barrage extends your super duration up to +50% and adds more blades to your energy pool. **6 - Defeating an enemy with a firebomb increases the damage of the next firebomb. ***7 - Defeating enemies with firebombs creates healing orbs that seek out allies and cures them. stronger enemies create more orbs. Hammer of Sol perks: 1 - Firebombs detonate in a violent explosion when near enemies, igniting them. 2 - Firebomb blast radius significantly increases, but tracking and damage decrease. 3 - Hammer of Sol grants an additional 25% damage reduction. This reduction is further increased by another 10% while burning. 4 - Activating Hammer of Sol while low on health recharges your health, grants an overshield, and sets you on fire. 5 - Defeating an enemy with a firebomb increases the damage of the next firebomb. *6 - Activating Hammer of Sol grants radiance to nearby allies. Precision kills extend radiance's duration. Hammer of Sol benefits from being radiant. ***7 - Friendly fire cures allies. Daybreak perks: 1 - Defeating enemies with firebombs creates healing orbs that seek out and cure allies. stronger enemies create more orbs. 2 - Mini fireballs seek targets. Defeating an enemy with mini fireballs grants cure. 3 - Activating Daybreak grants restoration to nearby allies. Igniting enemies extends restoration's duration. Daybreak emits a firey aura that cures allies and scorches targets while radiant. 4 - Firebombs drop enhanced solar grenades. 5 - <Unbound> while in Daybreak creates a shield that consumes super energy and deflects projectiles. *6 - Precision hits with Daybreak extends your super duration up to +50% and adds more fire to your energy pool. **7 - Activating Daybreak while low on health recharges your health, grants an overshield, and sets you on fire.

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                • I'm sure they'll add it later.... And call it "content". Should have been in game from beginning.

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