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Edited by KingSmorely: 3/30/2025 3:28:13 AM
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Void Warlock champion support is still essentialy non existent, and somehow nobody’s addressed it

I don’t understand how this is still a problem. Void Warlocks (and Void in general) have some of the most restrictive, inflexible champion counter options in the game, and it’s been this way for years. Void can technically stun Barrier and Overload champions through Volatile Rounds and Suppression. But in practice, the way you access these effects is clunky and extremely limiting from a buildcraft perspective. Volatile Rounds only come from Echo of Instability, which gives Volatile Rounds for 11 seconds on a grenade kill. That alone creates several problems: - You can’t preemptively stun Barriers: You have to wait for them to put their shield up, and by that point your Volatile Rounds might already be gone. - You’re locked into Void weapons: This restricts your weapon choices and prevents synergy with artifact mods that allow multiple champion counters. - You need a grenade kill: If your grenade fails to secure the kill or the Barrier champion is the last enemy alive, you’re out of options. This also makes it nearly impossible to use Suppressor Grenade, your only Overload solution—unless you want to forgo Volatile Rounds entirely. - Suppressor Grenade is, somehow, the only way to apply Suppression through abilities - It has one of the longest cooldowns in the game. - Suppression simply doesn't synergize with the class. - The grenade bounces and is easy to miss against teleporting champions like Overload Captains, making it unreliable to nearly impossible to hit consistently. Meanwhile, every other subclass has multiple options: Solar - Radiant can be triggered by melee, weapons, class abilities, or proximity. - Works with all weapon types and can be extended with fragments. - Scorch and Ignition are widespread—most Solar abilities contribute. Arc - Jolt is accessible through melees, grenades, and weapons. - Blind has its own low-cooldown grenade and many sources. Stasis / Strand - Both have hard CC that disables champions without needing a specific interaction. - Freeze and Suspend functionally bypass the entire system. Voidlock doesn’t get anything like that. You either build around grenade kills with Void weapons—or you don’t get to play the game’s core PvE mechanics. And even then, it only covers one champion type. That’s not a meaningful choice. That’s an artificial limitation no other subclass suffers from to this degree. --- The worst part? There are obvious, low-effort solutions: - Make Weaken stun Overload champions instead of requiring Suppression. It’s already a Void staple. - Add a Void melee that applies Suppression. Even a toned-down version in regards to PvP would offer some flexibility outside grenade slots. - Let Echo of Instability trigger on grenade hit, not just kill. Brings it in line with other subclass keywords that apply on contact. Any one of these—just one—would drastically improve Void’s viability in champion content without making it overpowered. It’s baffling that none of this has been addressed. It’s been years. - Still no additional fragment for Volatile Rounds. - Still no other suppression options. - Still no synergy within the class. - Still no reason this should be acceptable. --- TL;DR: Void Warlock champion support is outdated, inflexible, and underdeveloped. And it’s been this way for far too long.
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  • These are warlocks you're talking about. Bungie doesn't like those.

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  • I think it really goes to show that the Champion system is kinda outdated at this point. Sure, every subclass (except Void) has easy access to anti-champion capabilities but I feel that fighting champions has gotten stale at this stage in D2’s cycle. Personally, I think if they would replace champions with more unique mini-boss like combatants it would really elevate gameplay and could promote build diversity within the community. I think the most recent example I can think of is the new Taken we fight in the Nether and Court of Blades. Swapping around abilities and even adding elements like Strand to their kits is way more interesting than stunning a champion for the umpteeth time to date. Sure, the Taken aren’t hard to kill but imagine a Taken Knight that would combine the blight attack from the taken captains and add some kind of strand ability to it. Like the blight hits you and breaks apart like a shackle grenade. It could do something we’ve seen like suspend us or it could do something new like tie us to the ground instead. Just making some new enemies that really shake up the gameplay is something that, I think, Destiny really needs right now. Hey, why not make some Hive Guardian Thralls? I wanna see one shoot across the sky and blow me up in a glorious hivey Thundercrash. Or make some of the Dread combine both Stasis and Strand so that they’re like this hybrid subjugator that stands out from the Subjugators we have now. Instead of slow, freeze. Instead of suspend, maybe a harsher unravel? I think doing something like this could then make way for our abilities to get a bit more love and branch out from just having a buff, debuff, and anti-champion capability. Like, what if they added a way for some abilities to cancel each other out? Void could suck away a Strand suspend, solar could burn away Stasis and vice versa Stasis could freeze fire. Could be a way to see more interesting abilities on our enemies too. Am I daydreaming so much that I thought this up? Perhaps. Is Bungo gonna do it? Nope. But a fan can only give feedback and ideas. Not much else lol.

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  • Void currently is the least helpful against champs usually. But it’s the best general gameplay subclass on warlock and hunter at least. Titan is good at defensive play obviously.

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  • Give warlocks the tormentor grab attack as a new melee option. Have it apply suppression. Volatile rounds and unraveling rounds are not good enough for covering anti barrier. Need some sort of additional effect on void and strand for anti barrier.

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    • I still don't care for champions, to be honest. Might have if they weren't just "enemy you've fought a million times but now you need to use a gun type you don't like, or else they have infinite health." When you break it down, champions are... superficially different. Overload? Their health constantly regens, meaning they have infinite health. Barrier? The become invincible after a certain point, and regen all their health. Unstoppable? They have massively increased defenses, making their health pools incredible large. So they're all just tanky and unkillable. How very interesting. We have the same equation, but I need to solve it in three different ways, and also, I have no true autonomy in how I want to solve it. I'm not saying I hate them. I just find them boring, and lazy.

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    • Edited by Howiepenguin: 3/31/2025 2:48:37 AM
      Bungie has been so afraid to give suppression more options because of how good it is at crowd controlling PvE adds. I picked that up immediately after they announced the Void 3.0 changes before WQ. Suppression, and therefore overload stun for void, only has one real option from void abilities. Why? Edit: It was the same for blind for a while too. They are finally finding ways to implement them now like the ionic turret's initial set up, though still pretty restrictive in that it requires kills instead of through passive actions.

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    • I don’t think they should allow weaken to stun champs. Everything in the void kit applies weaken. I’m 99% sure if Bungie lets weaken do that, weaken applicators are going to get nuked. Instead: - Reduce Suppression grenade cooldown - Increase Suppression grenade effect radius in PvE only. - Fragment gives volatile rounds on grenade hit. (I really like this idea)

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    • Yet another reason why I say the champ system as a whole is terrible. It would be fine if all of them were more Unstoppable champ like where it's just DR and CC immunity outside of their anti effects, but the fact Barrier and Overload have just overloaded health regen and either immunity (bubble) or ability spam (teleport or rapid fire seeker rounds for the Taken Overload) just makes them worse. They were never a welcome addition back in Shadowkeep where they were especially terrible due to basically no anti-champ effects and they haven't improved, especially with the addition of power disabled/minus power making them take more hits then they should.

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    • Edited by l Xemnas: 3/30/2025 11:07:28 AM
      To be fair, its not unique to warlock. Void is universally bad at dealing with champions. Sure a titan can shield bash an overload if it stand still long enough. A hunter can fire a tether and hope the overload doesnt teleport away during the long animation. Every class has access to suppression grenades and every class has the same problem. Overload can/will teleport before the detonation. Hunters have volatile from gryfalcon to deal with barrier chanps Titans have Second chance for barriers. Warlocks have Secant Fillaments for overload. Without the help of an exotic, void pretty much sucks against champions.

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    • Idk I feel like volatile explosions should stun unstop

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      • I agree. They need to address the issue

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      • I understand your frustrations with wanting some changes to happen. There are many kinds of solutions to change how we play, so change is continuously necessary. It's a good topic you brought up. It is helpful to know what is not working. I would like to know more about what you would want changed. You have many details in here, and it would be great to get insight on what we need instead in just as much detail. Void Warlock is fun, and making it better is in our best interests! 🙂

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      • "your only Overload solution" Secant Filaments

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        • It ain't that serious, bucko! Lol You talking bout this as if it's your regular 40 hour work week conditions or something!

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          • Just a heads up destabilization rounds can grant volatile rounds and some void exotics can supress and stunn overloads but I do agree it needs some verb help.

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            • It’s overpowered needs nerf

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            • Void warlock needs some serious overhaul.

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