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Общее обсуждение Destiny 2.
11/21/2024 3:12:41 PM
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Celestial Goldie combo with new roaming changes is actually fine

Pitch forks aside, this is honestly a really good change. Many of you think it's unfair because Hunters are getting their old damage back, but let's think critically here for a moment: Most DPS phases in this game range from 30-45 seconds at most, and even if the super regen is insane right now, it's not enough to overcome the issue of that time gate. There are only three areas where I think this bug is making a significant DPS difference, and that's: 1) Corrupted Puppeteer. 2 min damage phase where we're going from 2-3 Goldies, to 4-5. Four being the realistic number in a real weapon rotation and not purely spamming Outbreak (which is also a DPS loss overall). 2) Witness and Oryx. Haven't tried it, but that DPS phase is longer than most so maybe 2 Goldies is possible. 3) Solo and low man efforts. IE, Explicator's gated HP pool can be controlled and manipulated better in solo efforts, so I can imagine meeting the three phase DPS check for solo is significantly less effort now with double Goldie spam. And with the potential extra Goldie shot, solo Witness' final stand may be possible again with the missing burst lost from the nerfs. But after analyzing those three "problems", is there really that big of a deal? At the end of the day, landing multiple precision Golden Guns is a high skill ceiling in challenging content, and a miss is super punishing. Giving Hunters more shots for this is a great way to balance the game; now you achieve the roaming super benefit you want (using supers more liberally for add clear), and you give Hunters the damage capability with a much higher skill requirement to perform in a long DPS phase. Titans and Warlocks are doing fine with their kits, for significant less variable in skill shots. So this is fine: if you land 4 Goldie crits on a boss, it's fair for you to be top DPS over the Titan who lands 2 Tcrashes. The amount of risk involved and the overall lack of team support Hunter brings can be the balance needed, so long as you make raid content that punishes the "bring more DPS subclasses" approach like Corrupted did on contest. This isn't game breaking; it's an opportunity for balance and to provide Hunters more team viability that was lost with Still Hunt nerfs. [b]Add a bigger nerf to Golden Gun damage while standing in Well of Radiance and lower the non precision damage, and this is a great balance opportunity for Hunter DPS[/b].

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  • Изменено (Hawpy): 11/22/2024 11:41:37 AM
    Let's not pretend - there is no skill in using Golden Gun, or any super in PvE for that matter. Missing shots and losing damage is entirely down to user error, not difficulty. When comparing it to getting several other one-off Supers activating multiple times, it just isn't the same. To get a second Thundercrash or Nova Bomb against Corrupted Puppeteer in a team scenario, you really need to be all-in on Super generation and killing as many clones as you can with abilities. Playing perfectly can just barely squeeze a third one. You get 5 Nighthawks for standing still in a Well and shooting a primary weapon. Burning Maul with Pyrogale doesn't get the same treatment, equipping that Exotic prevents the bonus Super gains as intended; even if it did, it's too slow to get 5 of them off and can't even be used against some bosses. We already had an episode where the defining damage meta was "as many Golden Gun Hunters as you can cram in + 1 Well", let's not have another one right away.

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