FoH and Nova Bomb are wasted just as panic counters to Arc Blade, and usually are used after the Bladedancer has already gotten at least one kill anyway. There is also no damage resistance added during Nova Bomb without one of the exotic pieces, which isn't really worth it.
Radiance does potentially give a large number of kills, but only if groups of enemies are encountered at exactly the right time (due to the pacing of your grenade generation) and the user survives. Also, you can revive yourself or have increased damage resistance, not both.
Ward of Dawn is the easiest super to counter in the game: avoid it. If someone pops it during your Arc Blade, run away. Alternately, if you have the perk that gives you the AoE blast, you can just run into it and wipe out everyone inside.
Golden Gun (2nd best super) takes the most precision to land and again requires that you see enemies at the right time, but they can be farther away than with Radiance. I've also had to take 2 shots to kill someone during Arc Blade with it, but that may have been a glitch.
Arc Blade innately gives increased damage resistance and mobility (from the dash). Perks give you life regen with each kill, invisibility, and other special attacks to go with it that give you more range or an AoE attack. Bladedancers also have access to Blink, the best jump for PvP in the game. The auto aim and dash on it pretty much ensure that everything around you has no chance of escape, while most other supers require precise placement and can be avoided with Blink. Additionally, most of Destiny's maps have numerous areas that have really close quarters, making Arc Blade even better. Once you pop it, you have more or less already killed everyone around you unless they focus you down hard. Blink Strike also has insane range and decent damage, allowing a Hunter to get an easy finish and free health regeneration, and possibly invisibility (which does kinda suck in PvP as it doesn't even work at times).
In terms of exotic armor, Hunters have the best armor, and they (and Titans) have been able to buy their best armor from Xûr multiple times (Mask of the Third Man for Bladedancers, Achlyophage Symbiote for Gunslingers), while some of the best Warlock pieces (Praxic Fire, Obsidian Mind) have never been sold by Xûr.
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I've read nothing there that points to anything different than the points I already made, spun to make arcblade look stronger (as apposed to spinning it to where everything else is stronger as I did) Every special has its perks and downfalls. None is really better than any other. You don't have to agree. But it's how I see it. And I've had a lot of practice
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My point is that to counter Arc Blade, you have to waste a super or have them make a mistake. It's harder to make mistakes with it, and it has a wider variety of situations where it is usable than the other supers do. That's all. All it really needs ATM is to lose the damage resistance buff and maybe a bit of its duration.
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Edited by l Am A Man: 1/14/2015 6:12:21 AMAnd all you have to do to counter foh is.. Oh wait. You just die.even if you manage to kill him. You just get zombie of havoc'd Edit: I'm not arguing that arcblade isn't strong. It is, but it doesn't need changed at all. Supers are way too minimal to matter.
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You counter it by making them panic super. And they only have a few situations where they can get three or more kills, just like Nova Bomb. Blink makes dodging it easier than it should be as well. Even my Warlock can dodge it at least 20% of the time, which is a lot for a super. I can dodge Arc Blade 0% of the time unless it's right at the end of their super, even with Blink. Yes, you can kill Bladedancers during their super, but with their increased mobility, damage resistance, and life regen, it's not that easy. And supers are totally a significant part of the PvP. If used correctly, they are at least 5 kills per game (assuming 2 uses with 2 or 3 kills each). With 6 person teams, that's 30 kills per team per game (if it works out well, probably closer to 20 per game on average). That's a lot.