I genuinely love that I have 6 distinct builds for my Hunter that really are fun, engaging, and different from each other and that force me to adopt different play styles to maximize. It’s definitely injected a lot of variety into the game day to day. I’d like to see the power types move further apart from each other and add more aspects totally unique to their power (like the amazing strand scarecrow/dummy).
I wouldn’t say feed the void is useless, not every build needs both other aspects and there’s no hit to recovery by picking it, also void has so many other great echo options that you can totally justify not using starvation
@@masonwillms2542 I think it's more a QoL for other frag combos, but yea... They need to add a secondary thing, like giving yourself volatile on grenade kills or something else useful. Like abilities weaken enemies when devour is active
If the numbers are correct, Malfeasance will hit for 6661 per shot against majors after the handcannon buff… If Lucky Pants is not insane now imagine after the buff.
@@davidplummer7302 as a back up switch to option when your power runs out, yeah. Pretty niche use case that it was designed for. It isn't, like, Starfire or HOIL
A big issue with why primaries feel so bad is because everything else in the game is so powerful. Double special is insane and super easy to use and ability spam is also extremely prominent. its hard to go from blowing everything up with forbearance and spamming half a dozen grenades with sunbracers to killing one enemy at a time with a hand cannon.
I'm of the opinion that the real issue with primaries will always be heavy ammo economy They can buff primaries all they like but in a raid encounter if those heavy bricks aren't dropping, your dps is, and double special almost negates this problem entirely without costing 3 armor mod slots on your helmet
@@AllTheNamesIPickedWereTaken The helmet mods barely work as well, even with the helmet mod and an exotic primary double special is gonna get you way more both special and heavy.
@@cerulean5032 Exactly Heavy ammo finder needs a substantial buff I want to use primaries I really do because I love them but it feels really bad to reach a dps phase in a raid and have like 2 rockets after killing huge groups of adds
This is only an issue because Bungie decided (in a stupid move) to allow primaries and specials to go in both 1st and 2nd slot Meaning you had a double primary issue and a double special issue Never liked the change honestly it was the same as putting snipers in the heavy slot in vanilla D2
@@ThesocialmuteHD I would rather go back to the d1 system personally, but as it stands now, you still rarely would have ammo issues with waveframes/tracerifles imo
I reckon the “most complex catalyst we’ve ever made” is Monte Carlo and the catalyst somehow implements the bayonet and let’s you stab enemies with it like they talked about a while ago
I just imagine it having a melee combo like the glaives: blade strike, stock strike, blade strike. I don't think it would be like that, but it would be fun if it were.
I’m assuming the easiest way to implement it would be to give it an alt fire that enables it to function like a primary ammo glaive. If it comes with a glaive charge meter and shield, I may never take it off. Edit: or its alt fire mode uses charges like Mythoclast and it becomes a full glaive, which I’d still be ok with.
If it is Monte and it does implement an alternative melee, I reeeeeaaallly hope it doesn't act like a glaive melee and overrides our abilities. Would be a disaster for it to regen melee energy just to make it so we can't even use them.
@@StrikingIke386 That's why I specified it being an alt fire mode. Because it would honestly be a nerf if the catalyst completely disabled your melee ability when the whole point of the exotic is to facilitate the usage of the melee ability.
I'll just say something that came up in my mind playing crucible the other day... Hability cooldowns weren't as problematic back in Shadowkeep. I remember people complaining about supers, maybe how Hunters had stompees, but I don't recall people outright saying "remove them". I do remember a single individual saying those habilities were a sleeper issue, and that was aztecross. Funny enough, when buildcrafting took shape, it got out of control because of the absurd ways we as a player could use some mods, hunters would have infinite uptime on dodge, titans would have their barricade to every duel, warlocks would... just stand still with buffed crit guns at every corner. Is it too soon to blame on ourselves? For desiring something that it wasn't really thought out or futureproof as buildcrafting?
It's seems like there's a rotation to the seasonal artifact and surges (salvage having stasis surge is the exception) Last season we had: Seasonal: strand Weekly: Void and solar This season: Seasonal: arc Weekly: strand and void It seems like when a new season drops, the oldest surge (solar was first just because it was the start of the new system) is rotated out, the old Seasonal surge is rotated into the Weekly surges, and then a new Seasonal surge is chosen so next season it might look like this: Seasonal: stasis Weekly: arc and strand The season after also could end up being: Seasonal: solar Weekly: stasis and arc And it'll continue to rotate like that if this system continues meaning each subclass gets 9 months to show off with each season giving it less focus
30:20 small note on Lucent blade. Old LB would give you a 35% damage buff for 5 seconds that stacked with well and bubble AND a faster charge for heavy attacks. Now it just boosts the speed of your heavy energy (and increases the amount of shield energy a Glaive gets in hits) so while the mod is still a thing, it was nerfed pretty hard. It was like Quick Charge giving a +25 handling to shotguns, SMG’s, and fusions, Radiant Lights +20 strength, and Powerful Friends +20 mobility. Most of the Charged with Light mods they removed were hyper specific but rewarded you well.
it just didn't work with well. it would for some reason over ride lucent blade damage it's a pretty well known thing lmao and didn't stack either I don't know where you pulled that one out of 💀
I think it will still be fine, but it will give you enough time to just suspend a champ and then stun instead of just suspending and being able to absolutely nuke them before it's over
they could half suspension time and it would still be good. woven mail is also literally in the game so they'd have to try very hard and since strand is from the latest expansion that you pay for i doubt strand will end up worse than stasis
@@dankerbelldepends on the stasis. i really like pairing any suspend build with my 2x turret. very good to pick up other champion slack and if somehow the rotation gets messed up or ppl die. good clutch super.
Yup. Did lightblade gm with lfg and a random played shotgun glaive lament. He killed everything so fast and fought the Boss in a 1v1 with the glaive and didnt die once during this
I enjoy your off-the-cuff stuff here a lot. I don't typically have streams on in the background, but I like to listen to specific topics and hear your thoughts - I enjoy your level-headedness and expertise. Hearing it scripted for something like a solo-flawless dungeon is great, but having a chance to hear your thoughts on game state and Bungie comms is great, too.
Definitely would like to see more of these reaction videos. It's fun to talk about the TWID with the clan, and it's always nice to hear another perspective
I really enjoyed the past armor mod system, the current one is so simple and it boils every build down to “infinite uptime on x ability or 7 SECOND SUPERS” which is ironic since Bungie’s goal was less ability uptime… It was a lot of fun messing around with random mods to make a wacky niche build that sometimes was actually really good! There’s just no room for experimentation when there’s like 4 options to choose from.
I think that primaries need another 20-30% boost in PvE across the board in order to feel like they are actually usable when your abilities are down. I think that as they stand right now non-exotic primaries *on the whole* feel like flat detriments to builds in high-end content and that’s unacceptable for such ubiquitous weapons. I don’t want double-special to disappear, but it’s really infuriating, as a fan of good ol’ ironspitters, that it’s borderline universally the correct choice.
Love the reaction content, I know dattos said he doesn’t feel eloquent when doing unscripted videos but I have to hard disagree. The reactions are always great and it’s nice getting more solid takes from datto. Videos that require less work but still get the solid takes out are awesome!
Seriously, it needs to be fully unlocked or made substantially easier. I enjoy Stasis warlock (aside from the terrible super), and Stasis titan looks really fun but I am _not_ going through that grind again.
I'm very happy with the new armor mod system, it was a pain in the past checking Ada for new armor mods and took me forever to get them all and really hurt my build crafting starting out. Armor charge is just straightforward and simpler than having to deal with charge with light and wells simultaneously
@@darthvader9173 green mods gave you a stack of charged with light, and yellow mods used the charges to give you buffs. Only problem is that cwl mods were incredibly specific and rewarded you for doing something niche (eg swap to sidearm when charged with light to get x bullets that deal more damage). It wasnt much complicated, but it was complicated and too specific nonetheless
Regarding primaries as a whole: Right now I just think of primaries as a way of stunning champions or doing raid mechanics (think shooting pillars in vow, which is much harder with a gl or a sniper). And I think that's because specials are much more powerful (as they should be) at no cost. Like with the current ammo economy and ability regen/orb economy if you will, it's really easy to run double special without being punished for a lack of ammo. Run special finisher and there's even less of an issue.
I think if enemies fired their weapon wildly while suspended (similar to damaged cyclops) it could bring it in line with stasis freeze. Would make it a more dangerous version but has its advantages over freeze.
I don't know. I don't want ability usage to go down too much because I like the combat loop at the moment. I would find going back to the old weapon usage incredibly boring. It was just shoot, shoot, shoot, reload which made outlaw probably the most common perk used in D1. That is so boring to me in 2023. Destiny has all these cool abilities with cool effects. Just let us use them. It feels good at the moment in PvE imo.
I _really_ don't understand the people whining about too much ability uptime. I want to play as a space wizard and throw fireballs around. If I wanted a game purely based around gunplay, I'd go play CoD or something.
Can we please just remove the class requirement for the exotic glaives? There's no reason to have this restriction when none of the effects of those glaives are specific to those classes after the 3.0 reworks
Really enjoy these reactions videos as you've played the game the longest so you know the significance for on certain topics :) and what can be known as not such a big deal etc :)
While, yes the idea that the "popular" weapons are only popular due to them being strong, I have never trusted Bungie's logic on buffs and nerfs ever since the Shadowkeep sniper nerf, where they stated that snipers were used more than other specials, while completely ignoring that the encounter designs in GoS made it nearly impossible to use any other type of special effectively
I agree that quick silver storm is the best… but I can see that as a problem. I think what makes destiny so interesting is trying all these new guns and it being viable. But in endgame content, you are basically throwing if you don’t use the best and when the best primary is an exotic, that’s frustrating
If the best primary isn't an exotic (Recluse) it will skew the game. Last time it happened (Recluse) they had to find an excuse to get rid of it entirely (Recluse.) That gun was Recluse (Recluse)
i feel like threadlings in high-end content simply feel too weak to warrant using, but i simultaneously feel like threadlings can also feel like overkill in low-to-mid tier content, especially if you go for the 8-threadling combo. having all 8 threadlings lock in on the same legionary when the ai for the threadlings couldve targeted different enemies also feels pretty bad to me
The whole, "build crafting is meant to really shine through the seasonal artifact" thing is you're not REALLY build-crafting anything through it. There's an obvious route to take when choosing your mods that is dependent on which subclass I am playing. When I'm playing void, I have enough points to pick all the void-specific perks. There is no thought or real choice I have to make, it has been made for me by the developers. This results in the Seasonal Artifact becoming nothing more than a developer curated "flavor of the month". To really make it seem like a substantial build crafting mechanic, they need to double the amount of mods on offer and reintroduce some of the previous, more niche mods they used to have.
I feel like if they just gave the Wanderer the artifact treatment from last season where you can shoot it with a strand weapon to suspend that would make a huge difference. I don’t understand why people say it’s underwhelming because I’ve been similarly impressed by it in high end content as long as my teammates don’t steal the tangles. If I could shoot them to suspend instead of charging into a horde of death to grab and then throw them, it would be just about perfect IMO
12 sec tangle cooldown. Cool. I’m down. But the biggest issue for me is that teammates in match made playlist can pick up my tangles. Make that optional/ a toggle on off option and that would really be helpful for me.
4:32 ~ bungie said when lightfall launched that strand would be the "featured" subclass for the entire expansion along with 2 rotating seasonal elements, so the other two elements that get artifact perks will change next season (i predict solar+stasis or maybe solar+arc since we've had void perks twice already but arc and solar only once each and none for stasis so far) but I am very much expecting strand perks to be in the artifact again for both of the remaining seasons this expansion based on what they said originally. 8:12 I think a good way to solve this could be rather than just reducing the base suspend duration, leave it as it is currently but make it so that when you suspend a player/combatant they gain a buff called "escape artist" which reduces the duration of subsequent suspend effects.. so the first time you suspend an enemy it last the full 8/12 seconds but then if you try to suspend them again it only lasts 4/6 seconds for each time after the first.
I completely agree with you about Strand in its current state, and I don't understand how some people can be mad knowing suspend will be nerfed even though it is obvious that this Strand verb is way overpowered for now, while my babies are not even able to kill a Goblin as you said. I agree with you, with Bungie and can't wait to see what the nerfs and buffs will be.
@@jormungandr4690 I don’t think so honestly, even a nerf of suspend would not make it irrelevant unless it goes all the way down to like 4 sec, I mean it’s so powerful right now that a nerf wouldn’t kill the suspend builds
Hopefully the buff is like 100% increased damage to threadlings and an increased AOE explosion size. Even then threadling nades will be behind all the light subclass nades in terms of total damage
I'm surprised that no-one is talking about ability Spam. I can spam granades back to back endlessly thought-out the any content without needing to use any weapons at all. I feel like destiny is now around 20-30% gun play and the rest ability mash. Also, very surprising not to see ANYTHING mentioning about unstable servers and connection issues. I'm guessing Bungie is intentionally avoiding this topic.
Kinetic subclass would be great only need a bat and some sunglasses. Really hope the catalyst they working on is one that turns one thousand voices into a trace rifle. You know you want it
@@benoitgarin64772x turret works with suspend to pick up slack where it’s needed, but nothing on hunter to me feels like u can take advantage of a build besides the dusk field gloves. i like the idea of cadmus tbh. feels good
@@cwj2733 yeah that’s why I think it won’t be enough, but it’s a good start I think, as Stasis can’t shine while suspend is as efficient as it is. But yeah, stasis does need some love other than just a suspend nerf.
The problem with the wanderer is that tangles require you to walk over to the enemy's body after they are dead. Then you don't need the tangle any more. Being able to shot it for suspend would fix it.
Bungie will always trying to keep our ability cooldowns slow while players will keep trying to make them fast. There is no middle ground, and buildcrafting means we will always find new ways to get what we want until Bungie just removes *every* cooldown possibility, which would put is right back where we started.
We definitely need some macro level changes to the balance of the game. Primary vs. Special vs. Heavy has too much of a gap between the effectiveness of them to the point where specials are near useless for boss damage and primaries are near useless for add clear. Exotics vs. legendaries is also too big of a gap (mostly for primaries) where if you arent running an exotic primary you might as well just run a special. Grenades vs. melees vs. supers is also wierd where a super's job is done better by a grenade and melees that dont debuff might as well not exist. Weapons vs. abilities as a whole is also a wierd balance where a couple weapons (forbearance) outshadow every single ability, but any ability is miles better than basically any weapon. We're at a point where most of the things witiin those categories are balanced, but the categories themselves have too much difference between them.
I love you datto for being one of the last voices to keep the game difficult! I’ve seen so many content creators as they’ve grown cave in and your leading that front still! I’m more excited for nerfs these days than I am buffs which is strange
D2 is so painfully easy that I had to quit after 4k hours. It's either too easy or impossibly hard to pass something without teammates. Trash ability spam, no gunplay PvP at all, political bs where it doesn't belong. Bungie's soul died a long time ago.
Stompees didn’t need a nerf. They’ve done so much to ruin jumping in the game in pvp that it’s almost disadvantageous to jump at all. It’s one of the highest skill ceiling exotics in the game. If you stink without it you might even suck more because you’ll just feed your brains out easier. But if you’re good you can actually find the benefit from them. And taking away the exotic perk after you dodging is a horrible nerf. Both the hunter dodges are pretty bad and have extremely long cool downs now even running max mobility it takes at least 30 seconds for it to come back. This nerf is all because people do not know how to look up in the air and there is a slight skill gap being exploited by better players in pvp. There’s already so much in the game you can use to compensate if you’re a bad play(destiny is the perfect game for below average players) it just sucks the small skill gaps get stomped into the ground.
TWID doesn't sound nice, keep it as twab. But thanks for reacting datto, my reaction to you reaction to their reactions to the feedback thread is: Hey, neat.
Love the reaction content, much better to see your thoughts on things vs. just reading out what bungie says. Also some of my own feedback on this week's post: - Just me, but I prefer having the higher ability uptime as it leads to feeling more rewarded when you setup a build right and leads into the "space magic" power fantasy. I understand legendary weapons feeling redundant as a result but I think this is an issue of most legendries not really offering any utility outside of shooting bad guys vs the buffs/debuffs our abilities can do. - Tangle cooldown is rough, but I think wanderer should've had an innate cooldown reduction in addition to the global buff they're getting - Threadlings weak, suspend OP I agree. Imo suspended targets should take reduce damage, make it an inverse of how freezing works. That way it's a tradeoff between longer CC but less damage or reduced CC but better damage output. - This goes to what I said earlier about legendries not really having much utility. Why use a slow firing, low capacity bullet gun when I can use a fast firing, high capacity bullet gone that does the same thing? - Imo the all the "synchronized" mods that buff elements matching your subclass should also buff kinetic weapons. Also I think kinetics should be usable in both slots, as stasis/strand weapons have an inherent disadvantage vs. light weapons as they are directly competing with kinetics whereas a solar gun doesn't have to compete with a kinetic and can be used simultaneously. Also bungie where's my kinetic heavy weapons. - Glaives are just portable shields. The shield is really, really strong but everything else is worthless. Bungie went out of their way to make this cool stick gun but no one uses it for the pointy end, especially when bungie keeps nerfing all melee builds. - Not much to say on the exotic buff/nerfs. If the catalyst is monte carlo it would make sense to ship it with the glaive rework imo - I hope this doesn't mean we won't be getting new base armor mods going forward. The seasonal artifact is cool but I dont buildcrafting to be a seasonal thing where builds are valid for one season only. I mean yes that's literally how the game is rn but at least pre-lightfall things like elemental wells and warmind cells (pre-nerf) would last more than a few months. Builds are one of the highlights of destiny atm and honestly they are what change things up season to season vs. the 100th 140 legendary hand cannon we get. - GIMMIE SHADER FAVORITING PLZ
One of the only reasons I consistently use Glaives in PVP is that I'm incredibly bad at snap firing accurately, so the melee is a reliable alternative to shotguns in close in engagements. But 'because i'm too rubbish to use the objectively better option' doesn't really make them good. I'd still say their base melee damage could be a bit higher, especially when you're stuck stabbing an unstoppable champion in the crotch for what feels like 5 minutes because you're a bit too low on their rather limited ammo.
I've used kinetic tremors in a hypernet GM and it was actually really good. You proc it basically all the time and it feels meaningful but not busted. Definitely one of the better perks they've done in a while. And I haven't even tried my shoot to loot kinetic tremors HJ yet
The issue with Wanderer was the compounding of Tangle 15 second cooldown and either detonating or "stealing" your tangles and leaving you with a big nothing burger.
I might try for a spare rations with KT and Rapid hit, I like hand cannons, and if they do 75% more to majors, it would be insane if that damage also is applied to KT, might be viable to use agains majors.
Wish they would have answered questions about PvP because that is the major content drought in the game, like with how every new season we have new PvE content like raids or dungeons but literally no new things added to Crucible. Want something that isn't just changes to trials or Comp or how matchmaking works but something entirely new like a new map or new things to go get like new armor, weapons, or literally anything new.
I enjoy pvp but.... mate. Comp, rose and the new sniper. A new trials gun every season or two. Agreed, there needs more maps. But it's not literally nothing
@@TheFerrett3 My dude you just compared a protentional 1 to maybe 4 (one being from comp, iron banner maybe, trials maybe, and base crucible maybe)new weapons a season from PvP to the 8 'new' seasonal weapons and the 5 new weapons from the dungeon. Also this season we got no new armor for crucible at all. So ya there is a major difrence in loot to go get between pvp and pve, but I get it more people play pve but we only got 3 new weapons for pvp and one being a glaive that is barely gonna get used. Idk to me it feels like nothing in comparison but I like to play pvp over pve.
@@JustinMarkham80 No, what I''m saying is that too many people, the comment above included go "Literally nothing" to things that are in truth "Significantly less than we'd all really like." And you bet I'd love more PVP weapons, but none of us can claim the immortal didnt happen.
I have been almost exclusivly playing strand since lightfall but barely touched suspend builds as i 1. knew it was too strong and would get adjusted and i didnt weant to get used to that kind of power only for it to be taken away from me and 2. i just find playing around grapples and grapple melees to be way mopre fun even if its way less effective in endgame
I started playing D2 on Witch Queen release. Aside from the acquisition through Ada (which was pants), I found the old modding system much, MUCH more compelling. "We want build-making mods to be on the artifact" just says to me "if you find a build that gels with you, you only get to enjoy it for a few months before we take it away."
Honestly, I hate how everyone complains about "how easy" the game is. Lorewise, we are an unstoppable Demigod that farts and levels a city. Most enemies should not have a shot surviving around us. We SHOULD be overpowered in PvE.
I cant remember if datto touched on this in his vid about the new warlock aspect but the way I was using it was with the swarmers. All I was doing was shooting every tangle I could find. Which was pretty often because the new aspect spawns tangles on threadling kills. But then the swarmers also do the opposite of that spawning threadlings when destroying a tangle. Also you can still use suspend. Eat your suspend grenade and boom your suspending. But suspend will get nerfed however still leaves enemies still for a little for threadlings to come and eat them. Also when threadlings get buffed they will be doing more damage. Depending on how hard the nerf suspend I could see this build being really good tbf even without suspend.
The old lightfall mods section makes me so sad. So much depth in buildcrafting was lost when lightfall came out. I have 1 build and never touch it anymore. A lot of my feedback revolved around how it seems like bungie just continues to remove depth from the game. Let me do cool things again Bungie. It just feels like we have taken so many steps backwards when lightfall came out.
On the topic of kinetic subclass: like a earth bender style class or metal could be interesting mabye even have a reflect damage or thorns type verb with it
On the armor mods I would just like to see something akin to warminds cells, but for purely debuffing or crowd control and not damage. It could just be a big orb of power that you can throw or generate near enemies and it does blinding explosion, or it severs all enemies nearby, or it weakens enemies. To be balanced it could cost 3 armor charge to generate one and any more after that increases the duration of the debuff and the debuffs could be weaker versions of what they are in the subclasses. I just feel like we're lacking utility mods in the armor charge system and everything is either a stat bump, damage bump, or something to increase regen of abilities.
I think the usage rate-nerf thing, at least for me, isn't about Bungie nerfing the popular stuff, it's about them ignoring things that are BLATANTLY broken until the usage rates are too high to ignore. Just sticking to weapons, since that is the section where this was discussed, we've had special linears, Monarque, Wishender, Lord of Wolves, Mtop/Recluse, and so on and so forth be absolutely broken, but not get nerfed for months if not multiple seasons, until their usage became more popular with the overall playerbase. If you look at the criteria that they provided for balancing weapons, every example I listed meets all the criteria EXCEPT usage, and yet they didn't get nerfed until the usage spiked. That's the frustrating part, especially for a SLIGHTLY above average player (1.6 KD) who tries to engage with comp and trials, where you run into these things ALL the time.
Something they can do to make glavies more enticing is maybe add like a combo system, make the regular attack a light attack, and then add a heavy attack by holing the light attack button. That way you could do something like *light, light, heavy* to achieve an effect, maybe activate a perk or a buff of some kind. That way you could incorporate this new style of glavie into buildcrafting.
All the class glaives need nothing more than access to a bunch of perks that you find on every other glaive weapon. Without them they feel very naked and lack whatever quality of life improvements they can give. On day 1 players figured out that you absolutly want impulse amplifier on The Enigma for instance pre buffs. The fact these glaives didn't come with any selectable perks that could play into any of the glaive mechanics yet alone the exotic ones baffles me.
For the tangle cooldown, yes reduce the cooldown across the board, BUT why not have a class specific cooldown reduction for warlocks. The Aspect could reduce the cooldown itself as well as providing the buffs it does.
The problem is instead of making MORE cool weapons like quicksilver, they'll just nerf quicksilver and ask why we're mad and what we suggest... Been going thru this for years
I really think Mobility as a stat should have a(n) (actual) use outside of dodge cooldown, the thing that made hunter build crafting bearable was removed in Lightfall (the bonus to mobility from powerful friends) Unlike with warlocks and titans, hunters have to build into mobility which is a dump stat for the other classes due their class ability. While non-hunters' class ability stat is a stat that is widely useful
On hand cannons - there needs to be (more?) content where a crit kills a red bar when a body shot wouldn't. It feels like any time a crit kills a dreg, a body shot does also. Then you get to a level where a crit leaves them at a sliver of health, so it takes two shots to kill, when a body shot does like 40% and is then two or three hits to kill. It's rare that there's enough of a difference in how quickly ads die between crits and body shots.
on the wanderer: it deal half the dmg of a normal tangle detonation, is what seems to be a smaller area, that's why it feel underwhelming (some crazy targeting aside) currently it has problem dealing with red bars in high end and with swarmers on, and without it has difficulty in seasonal activity level content
16:12 A lot of exotics also haven't suffered the perk nerfs that legendaries have. Bad Juju, Huckleberry, Ace of Spades, and Merciless, just to name a few.
I reckon the monte carlo catalyst should be a high damage bayonet melee that consumes your melee charge, and the gun its self feeds into giving you your melee back as quick as possible, fun damage loop right there.
love the reaction content, i miss having more distinct mods to be able to put into builds, being able to go as broad as ability spam or as narrow as sidearm man was fun!
Regarding nerfing things that are good, my only issue has been with Starfire because it felt like the only truly end game viable solar warlock exotic since Solar 3.0 launched. I feel like most people wouldn't have flocked to it as much as they did if the solar 3.0 changes didn't butcher the previously existing Solar Warlock playstyles and their associated exotics.
22:30 Bungie does sometimes nerf things justly. However, you are forgetting that some exotics come easily to casual new lights, thus will have a higher usage rate
I enjoy the off the cuff reaction style of vid. Shows more of your personality and less of the "Carefully worded script so as to avoid a riot" feeling. Also thanks for more Brim screen time. He's so awesome!!!
Hope suspend isn’t nerfed too much. From what I’ve tested, suspend lasts around 8 seconds without thread of continuity, so losing two or three seconds wouldn’t be too unbearable To me 6 seconds without continuity and 8 with seems fair
New Handcannon archtype is desperatly needed and I look forward to wardens law being hopefully the comeback king. Having only 3 archtypes ,especially after losing a 4th one way back then made handcannons just kind of boring. Something I would say is a small contribution to people not really caring about handcannons. Nothing interesting was done with them in years. I was hoping this new Neomuna handcannon from the quest would have been a new type but its just another adaptive frame which we have way too of. Hope Wardens Law turns into a really fun one!
Suspend might be given a damage thresh cap. Similar to how enemies that are frozen remain frozen a longer time if the don't take damage. This could be what they do to level suspend's broken CC strength, it could also be balanced out with some sort of damage caused for "tearing the threads" of a target that is suspended so it trades off the extra seconds on CC. Kinda like how enemies immune to suspend take a chunk of damage after a few seconds of being suspended or being frozen then shattering either from damage or after a few seconds.
So reducing suspend time - are they reducing how often the fallen overload captains teleport? (about every 0.5 seconds) Or how fast they heal back up? Or reducing the time it takes to stun them?
Me once again reacting to Datto reacting to bungie reacting to the players reacting to bungie sandbox questions.
and I'm reacting to that.
Me reacting to you, reacting to Datto reacting to Bungie, reacting to the players reacting to bungie sandbox questions.
@@spynix0718 me reacting to you, reacting to him, reacting to datto, reacting to bungie reacting to players
@@thisgoddamusernamestoodamnlong i am reacting to this
My little brain can't understand this level of exception
I genuinely love that I have 6 distinct builds for my Hunter that really are fun, engaging, and different from each other and that force me to adopt different play styles to maximize. It’s definitely injected a lot of variety into the game day to day. I’d like to see the power types move further apart from each other and add more aspects totally unique to their power (like the amazing strand scarecrow/dummy).
Yes😊
I just hate that feed the void is the most useless fucking aspect in the game, just use echo of starvation.
I wouldn’t say feed the void is useless, not every build needs both other aspects and there’s no hit to recovery by picking it, also void has so many other great echo options that you can totally justify not using starvation
@@masonwillms2542 I think it's more a QoL for other frag combos, but yea... They need to add a secondary thing, like giving yourself volatile on grenade kills or something else useful. Like abilities weaken enemies when devour is active
I think they should keep in mind the warlock when needing suspend. Since it doesn’t have as many ways to proc it.
If the numbers are correct, Malfeasance will hit for 6661 per shot against majors after the handcannon buff… If Lucky Pants is not insane now imagine after the buff.
I might play a little hunter after the update lol
What's sad is that's effectively setting Lucky Pants up to get nerfed down the road.
@@EulogyfortheAngels doubtable, it's super specific, unless it's 1 phasing raid bosses during a low man run they'll probably leave it alone
@@oldsaddad7274 it was literally used in the world's first hunter solo Nezarec in final stand. It's very strong
@@davidplummer7302 as a back up switch to option when your power runs out, yeah. Pretty niche use case that it was designed for. It isn't, like, Starfire or HOIL
A big issue with why primaries feel so bad is because everything else in the game is so powerful. Double special is insane and super easy to use and ability spam is also extremely prominent.
its hard to go from blowing everything up with forbearance and spamming half a dozen grenades with sunbracers to killing one enemy at a time with a hand cannon.
I'm of the opinion that the real issue with primaries will always be heavy ammo economy
They can buff primaries all they like but in a raid encounter if those heavy bricks aren't dropping, your dps is, and double special almost negates this problem entirely without costing 3 armor mod slots on your helmet
@@AllTheNamesIPickedWereTaken The helmet mods barely work as well, even with the helmet mod and an exotic primary double special is gonna get you way more both special and heavy.
@@cerulean5032 Exactly
Heavy ammo finder needs a substantial buff
I want to use primaries I really do because I love them but it feels really bad to reach a dps phase in a raid and have like 2 rockets after killing huge groups of adds
This is only an issue because Bungie decided (in a stupid move) to allow primaries and specials to go in both 1st and 2nd slot
Meaning you had a double primary issue and a double special issue
Never liked the change honestly it was the same as putting snipers in the heavy slot in vanilla D2
@@ThesocialmuteHD I would rather go back to the d1 system personally, but as it stands now, you still rarely would have ammo issues with waveframes/tracerifles imo
I reckon the “most complex catalyst we’ve ever made” is Monte Carlo and the catalyst somehow implements the bayonet and let’s you stab enemies with it like they talked about a while ago
I just imagine it having a melee combo like the glaives: blade strike, stock strike, blade strike. I don't think it would be like that, but it would be fun if it were.
I’m assuming the easiest way to implement it would be to give it an alt fire that enables it to function like a primary ammo glaive. If it comes with a glaive charge meter and shield, I may never take it off.
Edit: or its alt fire mode uses charges like Mythoclast and it becomes a full glaive, which I’d still be ok with.
While it mostly likely is that, I just wish it was thorn
If it is Monte and it does implement an alternative melee, I reeeeeaaallly hope it doesn't act like a glaive melee and overrides our abilities. Would be a disaster for it to regen melee energy just to make it so we can't even use them.
@@StrikingIke386 That's why I specified it being an alt fire mode. Because it would honestly be a nerf if the catalyst completely disabled your melee ability when the whole point of the exotic is to facilitate the usage of the melee ability.
I'll just say something that came up in my mind playing crucible the other day... Hability cooldowns weren't as problematic back in Shadowkeep. I remember people complaining about supers, maybe how Hunters had stompees, but I don't recall people outright saying "remove them". I do remember a single individual saying those habilities were a sleeper issue, and that was aztecross. Funny enough, when buildcrafting took shape, it got out of control because of the absurd ways we as a player could use some mods, hunters would have infinite uptime on dodge, titans would have their barricade to every duel, warlocks would... just stand still with buffed crit guns at every corner.
Is it too soon to blame on ourselves? For desiring something that it wasn't really thought out or futureproof as buildcrafting?
We will definitely have Strand in the next artifact. They specifically told us that Strand will be the yearly focus.
Not to the same degree as last season.
It's seems like there's a rotation to the seasonal artifact and surges (salvage having stasis surge is the exception)
Last season we had:
Seasonal: strand
Weekly: Void and solar
This season:
Seasonal: arc
Weekly: strand and void
It seems like when a new season drops, the oldest surge (solar was first just because it was the start of the new system) is rotated out, the old Seasonal surge is rotated into the Weekly surges, and then a new Seasonal surge is chosen so next season it might look like this:
Seasonal: stasis
Weekly: arc and strand
The season after also could end up being:
Seasonal: solar
Weekly: stasis and arc
And it'll continue to rotate like that if this system continues meaning each subclass gets 9 months to show off with each season giving it less focus
30:20 small note on Lucent blade. Old LB would give you a 35% damage buff for 5 seconds that stacked with well and bubble AND a faster charge for heavy attacks. Now it just boosts the speed of your heavy energy (and increases the amount of shield energy a Glaive gets in hits) so while the mod is still a thing, it was nerfed pretty hard. It was like Quick Charge giving a +25 handling to shotguns, SMG’s, and fusions, Radiant Lights +20 strength, and Powerful Friends +20 mobility. Most of the Charged with Light mods they removed were hyper specific but rewarded you well.
It also costed more armor slot energy before though
@@patricknguyen2297 because it was useful.
it just didn't work with well. it would for some reason over ride lucent blade damage it's a pretty well known thing lmao and didn't stack either I don't know where you pulled that one out of 💀
@@rohanjosem it didn’t stack with well since it was a higher buff. Meant empowering rift
@@Ex-D- it didn't "stack" with empowering either bro what
Suspend is definitely too strong, but I have a sneaking suspicion that it's going to get absolutely nuked
SUS?!?!? AAAAAAAAAAAAAAAAAAAAAAAAAA
I think it will still be fine, but it will give you enough time to just suspend a champ and then stun instead of just suspending and being able to absolutely nuke them before it's over
AMOGUS
they could half suspension time and it would still be good. woven mail is also literally in the game so they'd have to try very hard and since strand is from the latest expansion that you pay for i doubt strand will end up worse than stasis
@@dankerbelldepends on the stasis. i really like pairing any suspend build with my 2x turret. very good to pick up other champion slack and if somehow the rotation gets messed up or ppl die. good clutch super.
I fully embrace the Glaive meme because it's just a rad weapon, not to mention how powerful the shield is if you spec into it.
Yup. Did lightblade gm with lfg and a random played shotgun glaive lament. He killed everything so fast and fought the Boss in a 1v1 with the glaive and didnt die once during this
NINETY FIVE PERCENT DAMAGE RESISTANCE, it is NOTHING to balk at.
I enjoy your off-the-cuff stuff here a lot. I don't typically have streams on in the background, but I like to listen to specific topics and hear your thoughts - I enjoy your level-headedness and expertise. Hearing it scripted for something like a solo-flawless dungeon is great, but having a chance to hear your thoughts on game state and Bungie comms is great, too.
Definitely would like to see more of these reaction videos. It's fun to talk about the TWID with the clan, and it's always nice to hear another perspective
I really enjoyed the past armor mod system, the current one is so simple and it boils every build down to “infinite uptime on x ability or 7 SECOND SUPERS” which is ironic since Bungie’s goal was less ability uptime… It was a lot of fun messing around with random mods to make a wacky niche build that sometimes was actually really good! There’s just no room for experimentation when there’s like 4 options to choose from.
I think that primaries need another 20-30% boost in PvE across the board in order to feel like they are actually usable when your abilities are down. I think that as they stand right now non-exotic primaries *on the whole* feel like flat detriments to builds in high-end content and that’s unacceptable for such ubiquitous weapons. I don’t want double-special to disappear, but it’s really infuriating, as a fan of good ol’ ironspitters, that it’s borderline universally the correct choice.
Primaries are fine, you just have to take advantage of effects with them. Radiant, volatile rounds, unravel, jolt, etc.
i just wanna be able to use a hand cannon in pve 🥲
Yup, even running a scout with explosive payload feels extremely weak.
Love the reaction content, I know dattos said he doesn’t feel eloquent when doing unscripted videos but I have to hard disagree. The reactions are always great and it’s nice getting more solid takes from datto. Videos that require less work but still get the solid takes out are awesome!
i am really of the opion that bungie should look at stasis again, from unlocking it to its balance
Just ain’t like the Light subclasses. Really is a shame how stasis got dunked on by strand in every aspect (pun not intended)
Seriously, it needs to be fully unlocked or made substantially easier. I enjoy Stasis warlock (aside from the terrible super), and Stasis titan looks really fun but I am _not_ going through that grind again.
I actually enjoy the wanderer, it just needs a fair AoE boost. It feels like the explosion is a bit smaller than a normal tangle burst right now
it is, also it dela half the dmg of a normal tangle detonation
and needs to proc the suspend burst with weapon detonations. the titan aspect doesn't need to be thrown, so why does our have to be??
My problem with the wanderer is just that I feel like it's what tangles should already do by default.
I'm very happy with the new armor mod system, it was a pain in the past checking Ada for new armor mods and took me forever to get them all and really hurt my build crafting starting out. Armor charge is just straightforward and simpler than having to deal with charge with light and wells simultaneously
I never got to understand charged with light 😢
@@darthvader9173 green mods gave you a stack of charged with light, and yellow mods used the charges to give you buffs. Only problem is that cwl mods were incredibly specific and rewarded you for doing something niche (eg swap to sidearm when charged with light to get x bullets that deal more damage). It wasnt much complicated, but it was complicated and too specific nonetheless
Regarding primaries as a whole: Right now I just think of primaries as a way of stunning champions or doing raid mechanics (think shooting pillars in vow, which is much harder with a gl or a sniper). And I think that's because specials are much more powerful (as they should be) at no cost. Like with the current ammo economy and ability regen/orb economy if you will, it's really easy to run double special without being punished for a lack of ammo. Run special finisher and there's even less of an issue.
I think if enemies fired their weapon wildly while suspended (similar to damaged cyclops) it could bring it in line with stasis freeze. Would make it a more dangerous version but has its advantages over freeze.
I don't know. I don't want ability usage to go down too much because I like the combat loop at the moment. I would find going back to the old weapon usage incredibly boring. It was just shoot, shoot, shoot, reload which made outlaw probably the most common perk used in D1. That is so boring to me in 2023. Destiny has all these cool abilities with cool effects. Just let us use them. It feels good at the moment in PvE imo.
I _really_ don't understand the people whining about too much ability uptime. I want to play as a space wizard and throw fireballs around. If I wanted a game purely based around gunplay, I'd go play CoD or something.
Can we please just remove the class requirement for the exotic glaives? There's no reason to have this restriction when none of the effects of those glaives are specific to those classes after the 3.0 reworks
Calling it right now. When they "reign in" Suspend and Woven Mail they're going to absolutely fucking destroy Berserker's endgame viability
Like Starfire protocol.
Lmao
@@Spartan-sz7km star fire was broken overpowered
@@spenceredwards720 and they nerfed it to irrelevancy
Really enjoy these reactions videos as you've played the game the longest so you know the significance for on certain topics :) and what can be known as not such a big deal etc :)
Really excited to see that video talking about legendary weapons if you end up making it!
While, yes the idea that the "popular" weapons are only popular due to them being strong, I have never trusted Bungie's logic on buffs and nerfs ever since the Shadowkeep sniper nerf, where they stated that snipers were used more than other specials, while completely ignoring that the encounter designs in GoS made it nearly impossible to use any other type of special effectively
I agree that quick silver storm is the best… but I can see that as a problem. I think what makes destiny so interesting is trying all these new guns and it being viable. But in endgame content, you are basically throwing if you don’t use the best and when the best primary is an exotic, that’s frustrating
Skill issue
@@yungmoneybeetlejuice5201Did you even read the comment? How the hell is that applicable here? Lmao
@@rainztkeven bigger skill issue
If the best primary isn't an exotic (Recluse) it will skew the game. Last time it happened (Recluse) they had to find an excuse to get rid of it entirely (Recluse.) That gun was Recluse (Recluse)
@@senpaibaefam8405 Don't forget Mountaintop, bungie got rid of like 75% of the game just to get rid of those two guns.
RIP my one and only Energy Converter, you are and still are being missed
I’m betting Suspension Grenades are gonna get the Bungo(tm) 2:52 cooldown nerf that they slap on anything moderately too strong.
I'm down with the idea of hand cannons being the big game hunters of primaries
Maybe aspects that synergize with kinetics on the light subclasses could work
i feel like threadlings in high-end content simply feel too weak to warrant using, but i simultaneously feel like threadlings can also feel like overkill in low-to-mid tier content, especially if you go for the 8-threadling combo. having all 8 threadlings lock in on the same legionary when the ai for the threadlings couldve targeted different enemies also feels pretty bad to me
Any Datto content is content I enjoy, thank you so much for taking the time to record and upload your videos.
The whole, "build crafting is meant to really shine through the seasonal artifact" thing is you're not REALLY build-crafting anything through it. There's an obvious route to take when choosing your mods that is dependent on which subclass I am playing. When I'm playing void, I have enough points to pick all the void-specific perks. There is no thought or real choice I have to make, it has been made for me by the developers. This results in the Seasonal Artifact becoming nothing more than a developer curated "flavor of the month". To really make it seem like a substantial build crafting mechanic, they need to double the amount of mods on offer and reintroduce some of the previous, more niche mods they used to have.
We must go deeper. We need someone to react to Datto reacting to Bungie reacting to players reacting to Bungie's sandbox questions.
I feel like if they just gave the Wanderer the artifact treatment from last season where you can shoot it with a strand weapon to suspend that would make a huge difference. I don’t understand why people say it’s underwhelming because I’ve been similarly impressed by it in high end content as long as my teammates don’t steal the tangles. If I could shoot them to suspend instead of charging into a horde of death to grab and then throw them, it would be just about perfect IMO
I just hope one we see the strand artifact perks from last seasons come back as exotics or fragments. Alot of the strand kit feels meh without them
I feel the exact way about the arc artifact mods this season.
12 sec tangle cooldown. Cool. I’m down. But the biggest issue for me is that teammates in match made playlist can pick up my tangles. Make that optional/ a toggle on off option and that would really be helpful for me.
Datto took a shower? Can you post a guide on how to shower? A lot of people in the Community need it
LOL
When you go bath with your bro but he forgets how the washing mechanic works
@@mategido (they nerfed the water)
4:32 ~ bungie said when lightfall launched that strand would be the "featured" subclass for the entire expansion along with 2 rotating seasonal elements, so the other two elements that get artifact perks will change next season (i predict solar+stasis or maybe solar+arc since we've had void perks twice already but arc and solar only once each and none for stasis so far) but I am very much expecting strand perks to be in the artifact again for both of the remaining seasons this expansion based on what they said originally.
8:12 I think a good way to solve this could be rather than just reducing the base suspend duration, leave it as it is currently but make it so that when you suspend a player/combatant they gain a buff called "escape artist" which reduces the duration of subsequent suspend effects.. so the first time you suspend an enemy it last the full 8/12 seconds but then if you try to suspend them again it only lasts 4/6 seconds for each time after the first.
I completely agree with you about Strand in its current state, and I don't understand how some people can be mad knowing suspend will be nerfed even though it is obvious that this Strand verb is way overpowered for now, while my babies are not even able to kill a Goblin as you said. I agree with you, with Bungie and can't wait to see what the nerfs and buffs will be.
Because nerfs are far less interesting than just adding additional layers of difficulty.
@@EulogyfortheAngels but sometimes nerfs are needed as it is the case here imo
Because it forces people back on the 1 or 2 subclasses they have been using for years, making people want to play the boring PvE even less
@@jormungandr4690 I don’t think so honestly, even a nerf of suspend would not make it irrelevant unless it goes all the way down to like 4 sec, I mean it’s so powerful right now that a nerf wouldn’t kill the suspend builds
Hopefully the buff is like 100% increased damage to threadlings and an increased AOE explosion size. Even then threadling nades will be behind all the light subclass nades in terms of total damage
I'm surprised that no-one is talking about ability Spam. I can spam granades back to back endlessly thought-out the any content without needing to use any weapons at all. I feel like destiny is now around 20-30% gun play and the rest ability mash.
Also, very surprising not to see ANYTHING mentioning about unstable servers and connection issues. I'm guessing Bungie is intentionally avoiding this topic.
Kinetic subclass would be great only need a bat and some sunglasses.
Really hope the catalyst they working on is one that turns one thousand voices into a trace rifle. You know you want it
Would love something like a taken class, instead of a class ability everyone could have a short teleport and could make the damage of it kinetic
Disappointing they didn’t talk about stasis at all
Nope but they talked about PRIDE
I think talking about a suspend nerf is a good thing for stasis, we will have to see what's next
@@benoitgarin64772x turret works with suspend to pick up slack where it’s needed, but nothing on hunter to me feels like u can take advantage of a build besides the dusk field gloves. i like the idea of cadmus tbh. feels good
@@cwj2733 yeah that’s why I think it won’t be enough, but it’s a good start I think, as Stasis can’t shine while suspend is as efficient as it is. But yeah, stasis does need some love other than just a suspend nerf.
@@benoitgarin6477 Nha Stasis is still so giga buggy with champs I will just go back to Void Hunter
The problem with the wanderer is that tangles require you to walk over to the enemy's body after they are dead. Then you don't need the tangle any more.
Being able to shot it for suspend would fix it.
Or the would spawn at Ur character with the Wanderer, because they u know wander to u
Bungie will always trying to keep our ability cooldowns slow while players will keep trying to make them fast.
There is no middle ground, and buildcrafting means we will always find new ways to get what we want until Bungie just removes *every* cooldown possibility, which would put is right back where we started.
We definitely need some macro level changes to the balance of the game.
Primary vs. Special vs. Heavy has too much of a gap between the effectiveness of them to the point where specials are near useless for boss damage and primaries are near useless for add clear.
Exotics vs. legendaries is also too big of a gap (mostly for primaries) where if you arent running an exotic primary you might as well just run a special.
Grenades vs. melees vs. supers is also wierd where a super's job is done better by a grenade and melees that dont debuff might as well not exist.
Weapons vs. abilities as a whole is also a wierd balance where a couple weapons (forbearance) outshadow every single ability, but any ability is miles better than basically any weapon.
We're at a point where most of the things witiin those categories are balanced, but the categories themselves have too much difference between them.
I love you datto for being one of the last voices to keep the game difficult! I’ve seen so many content creators as they’ve grown cave in and your leading that front still! I’m more excited for nerfs these days than I am buffs which is strange
It's because you can enjoy but also admit that some things are overpowered in their current state (I'm looking at you suspend)
D2 is so painfully easy that I had to quit after 4k hours. It's either too easy or impossibly hard to pass something without teammates. Trash ability spam, no gunplay PvP at all, political bs where it doesn't belong. Bungie's soul died a long time ago.
Stompees didn’t need a nerf. They’ve done so much to ruin jumping in the game in pvp that it’s almost disadvantageous to jump at all. It’s one of the highest skill ceiling exotics in the game. If you stink without it you might even suck more because you’ll just feed your brains out easier. But if you’re good you can actually find the benefit from them. And taking away the exotic perk after you dodging is a horrible nerf. Both the hunter dodges are pretty bad and have extremely long cool downs now even running max mobility it takes at least 30 seconds for it to come back. This nerf is all because people do not know how to look up in the air and there is a slight skill gap being exploited by better players in pvp. There’s already so much in the game you can use to compensate if you’re a bad play(destiny is the perfect game for below average players) it just sucks the small skill gaps get stomped into the ground.
Thank you for my opinion datto
TWID doesn't sound nice, keep it as twab. But thanks for reacting datto, my reaction to you reaction to their reactions to the feedback thread is: Hey, neat.
Love the reaction content, much better to see your thoughts on things vs. just reading out what bungie says. Also some of my own feedback on this week's post:
- Just me, but I prefer having the higher ability uptime as it leads to feeling more rewarded when you setup a build right and leads into the "space magic" power fantasy. I understand legendary weapons feeling redundant as a result but I think this is an issue of most legendries not really offering any utility outside of shooting bad guys vs the buffs/debuffs our abilities can do.
- Tangle cooldown is rough, but I think wanderer should've had an innate cooldown reduction in addition to the global buff they're getting
- Threadlings weak, suspend OP I agree. Imo suspended targets should take reduce damage, make it an inverse of how freezing works. That way it's a tradeoff between longer CC but less damage or reduced CC but better damage output.
- This goes to what I said earlier about legendries not really having much utility. Why use a slow firing, low capacity bullet gun when I can use a fast firing, high capacity bullet gone that does the same thing?
- Imo the all the "synchronized" mods that buff elements matching your subclass should also buff kinetic weapons. Also I think kinetics should be usable in both slots, as stasis/strand weapons have an inherent disadvantage vs. light weapons as they are directly competing with kinetics whereas a solar gun doesn't have to compete with a kinetic and can be used simultaneously. Also bungie where's my kinetic heavy weapons.
- Glaives are just portable shields. The shield is really, really strong but everything else is worthless. Bungie went out of their way to make this cool stick gun but no one uses it for the pointy end, especially when bungie keeps nerfing all melee builds.
- Not much to say on the exotic buff/nerfs. If the catalyst is monte carlo it would make sense to ship it with the glaive rework imo
- I hope this doesn't mean we won't be getting new base armor mods going forward. The seasonal artifact is cool but I dont buildcrafting to be a seasonal thing where builds are valid for one season only. I mean yes that's literally how the game is rn but at least pre-lightfall things like elemental wells and warmind cells (pre-nerf) would last more than a few months. Builds are one of the highlights of destiny atm and honestly they are what change things up season to season vs. the 100th 140 legendary hand cannon we get.
- GIMMIE SHADER FAVORITING PLZ
One of the only reasons I consistently use Glaives in PVP is that I'm incredibly bad at snap firing accurately, so the melee is a reliable alternative to shotguns in close in engagements. But 'because i'm too rubbish to use the objectively better option' doesn't really make them good. I'd still say their base melee damage could be a bit higher, especially when you're stuck stabbing an unstoppable champion in the crotch for what feels like 5 minutes because you're a bit too low on their rather limited ammo.
I've used kinetic tremors in a hypernet GM and it was actually really good. You proc it basically all the time and it feels meaningful but not busted. Definitely one of the better perks they've done in a while. And I haven't even tried my shoot to loot kinetic tremors HJ yet
The suspend nerf is about as obvious as the Alters of Sorrow mechanics.
The issue with Wanderer was the compounding of Tangle 15 second cooldown and either detonating or "stealing" your tangles and leaving you with a big nothing burger.
❤ you datto, and everything you make ❤
They actually responded to my feedback regarding Lucky Raspberry! Am stoked
Kinetic Tremors is BEASTLY. I have an Adept Hung Jury with StL and KT. I adore it
I might try for a spare rations with KT and Rapid hit, I like hand cannons, and if they do 75% more to majors, it would be insane if that damage also is applied to KT, might be viable to use agains majors.
@endthepainnowplz4674 That's a very nice thought. Definitely worth a keep :)
I find it interesting how they structured our feedback. I'm wondering if that's how they would like to hear our feedback whenever they ask for it.
Can we just keep calling it twab? Or just say we’re looking at bungles twiddies?
It shoulda been called TWAD
Wish they would have answered questions about PvP because that is the major content drought in the game, like with how every new season we have new PvE content like raids or dungeons but literally no new things added to Crucible. Want something that isn't just changes to trials or Comp or how matchmaking works but something entirely new like a new map or new things to go get like new armor, weapons, or literally anything new.
I enjoy pvp but.... mate. Comp, rose and the new sniper. A new trials gun every season or two. Agreed, there needs more maps. But it's not literally nothing
@@TheFerrett3 My dude you just compared a protentional 1 to maybe 4 (one being from comp, iron banner maybe, trials maybe, and base crucible maybe)new weapons a season from PvP to the 8 'new' seasonal weapons and the 5 new weapons from the dungeon. Also this season we got no new armor for crucible at all. So ya there is a major difrence in loot to go get between pvp and pve, but I get it more people play pve but we only got 3 new weapons for pvp and one being a glaive that is barely gonna get used. Idk to me it feels like nothing in comparison but I like to play pvp over pve.
@@JustinMarkham80 No, what I''m saying is that too many people, the comment above included go "Literally nothing" to things that are in truth "Significantly less than we'd all really like." And you bet I'd love more PVP weapons, but none of us can claim the immortal didnt happen.
I have been almost exclusivly playing strand since lightfall but barely touched suspend builds as i 1. knew it was too strong and would get adjusted and i didnt weant to get used to that kind of power only for it to be taken away from me and 2. i just find playing around grapples and grapple melees to be way mopre fun even if its way less effective in endgame
Thank you so much for my daily scoop of background audio, Datto.
Yikes! That was a close one. I almost formed my own opinion for a minute.
I started playing D2 on Witch Queen release. Aside from the acquisition through Ada (which was pants), I found the old modding system much, MUCH more compelling.
"We want build-making mods to be on the artifact" just says to me "if you find a build that gels with you, you only get to enjoy it for a few months before we take it away."
Honestly, I hate how everyone complains about "how easy" the game is.
Lorewise, we are an unstoppable Demigod that farts and levels a city. Most enemies should not have a shot surviving around us. We SHOULD be overpowered in PvE.
I cant remember if datto touched on this in his vid about the new warlock aspect but the way I was using it was with the swarmers. All I was doing was shooting every tangle I could find. Which was pretty often because the new aspect spawns tangles on threadling kills. But then the swarmers also do the opposite of that spawning threadlings when destroying a tangle. Also you can still use suspend. Eat your suspend grenade and boom your suspending. But suspend will get nerfed however still leaves enemies still for a little for threadlings to come and eat them. Also when threadlings get buffed they will be doing more damage. Depending on how hard the nerf suspend I could see this build being really good tbf even without suspend.
Everyone shut up Datto has my latest opinion
The old lightfall mods section makes me so sad. So much depth in buildcrafting was lost when lightfall came out. I have 1 build and never touch it anymore. A lot of my feedback revolved around how it seems like bungie just continues to remove depth from the game. Let me do cool things again Bungie. It just feels like we have taken so many steps backwards when lightfall came out.
Datto really out here stretching to hit that 10 minute mark
On the topic of kinetic subclass: like a earth bender style class or metal could be interesting mabye even have a reflect damage or thorns type verb with it
Always love it when Danielle is in the mix!
No
On the armor mods I would just like to see something akin to warminds cells, but for purely debuffing or crowd control and not damage. It could just be a big orb of power that you can throw or generate near enemies and it does blinding explosion, or it severs all enemies nearby, or it weakens enemies. To be balanced it could cost 3 armor charge to generate one and any more after that increases the duration of the debuff and the debuffs could be weaker versions of what they are in the subclasses. I just feel like we're lacking utility mods in the armor charge system and everything is either a stat bump, damage bump, or something to increase regen of abilities.
I think the usage rate-nerf thing, at least for me, isn't about Bungie nerfing the popular stuff, it's about them ignoring things that are BLATANTLY broken until the usage rates are too high to ignore. Just sticking to weapons, since that is the section where this was discussed, we've had special linears, Monarque, Wishender, Lord of Wolves, Mtop/Recluse, and so on and so forth be absolutely broken, but not get nerfed for months if not multiple seasons, until their usage became more popular with the overall playerbase.
If you look at the criteria that they provided for balancing weapons, every example I listed meets all the criteria EXCEPT usage, and yet they didn't get nerfed until the usage spiked. That's the frustrating part, especially for a SLIGHTLY above average player (1.6 KD) who tries to engage with comp and trials, where you run into these things ALL the time.
I always enjoy some reaction content. It's nice to compare my own reaction to specific news to that of a particular content creator.
Something they can do to make glavies more enticing is maybe add like a combo system, make the regular attack a light attack, and then add a heavy attack by holing the light attack button. That way you could do something like *light, light, heavy* to achieve an effect, maybe activate a perk or a buff of some kind. That way you could incorporate this new style of glavie into buildcrafting.
All the class glaives need nothing more than access to a bunch of perks that you find on every other glaive weapon. Without them they feel very naked and lack whatever quality of life improvements they can give. On day 1 players figured out that you absolutly want impulse amplifier on The Enigma for instance pre buffs. The fact these glaives didn't come with any selectable perks that could play into any of the glaive mechanics yet alone the exotic ones baffles me.
For the tangle cooldown, yes reduce the cooldown across the board, BUT why not have a class specific cooldown reduction for warlocks. The Aspect could reduce the cooldown itself as well as providing the buffs it does.
The problem is instead of making MORE cool weapons like quicksilver, they'll just nerf quicksilver and ask why we're mad and what we suggest... Been going thru this for years
Malpheasance is already really good right now. If it's getting this HC buff too it's gonna be the new Recluse.
im gonna enjoy this suspend titan build this season and ill definitely get down on some threadling builds next season
I really think Mobility as a stat should have a(n) (actual) use outside of dodge cooldown, the thing that made hunter build crafting bearable was removed in Lightfall (the bonus to mobility from powerful friends) Unlike with warlocks and titans, hunters have to build into mobility which is a dump stat for the other classes due their class ability. While non-hunters' class ability stat is a stat that is widely useful
I remember when I joined in Dawn and people were actively telling me not to stat into resilience.
Back again with another, Rare, blue quality feedback reaction video 🗿🖤
I enjoy these kinds of videos. They're relatively chill and enjoyable.
On hand cannons - there needs to be (more?) content where a crit kills a red bar when a body shot wouldn't. It feels like any time a crit kills a dreg, a body shot does also. Then you get to a level where a crit leaves them at a sliver of health, so it takes two shots to kill, when a body shot does like 40% and is then two or three hits to kill. It's rare that there's enough of a difference in how quickly ads die between crits and body shots.
on the wanderer: it deal half the dmg of a normal tangle detonation, is what seems to be a smaller area, that's why it feel underwhelming (some crazy targeting aside)
currently it has problem dealing with red bars in high end and with swarmers on, and without it has difficulty in seasonal activity level content
16:12 A lot of exotics also haven't suffered the perk nerfs that legendaries have. Bad Juju, Huckleberry, Ace of Spades, and Merciless, just to name a few.
thank you datto for reacting to this so i can know how to feel about these changes :3
I enjoy the datto reaction content. Thank you for another video
I reckon the monte carlo catalyst should be a high damage bayonet melee that consumes your melee charge, and the gun its self feeds into giving you your melee back as quick as possible, fun damage loop right there.
love the reaction content, i miss having more distinct mods to be able to put into builds, being able to go as broad as ability spam or as narrow as sidearm man was fun!
Regarding nerfing things that are good, my only issue has been with Starfire because it felt like the only truly end game viable solar warlock exotic since Solar 3.0 launched. I feel like most people wouldn't have flocked to it as much as they did if the solar 3.0 changes didn't butcher the previously existing Solar Warlock playstyles and their associated exotics.
22:30 Bungie does sometimes nerf things justly. However, you are forgetting that some exotics come easily to casual new lights, thus will have a higher usage rate
I enjoy the off the cuff reaction style of vid. Shows more of your personality and less of the "Carefully worded script so as to avoid a riot" feeling. Also thanks for more Brim screen time. He's so awesome!!!
A perfect change to the wanderer would be to make it so you can suspend enemies by just shooting it. This would fix its issues
that should've been the move from the start. just don't make the blast radius as absurdly huge as the season 20 artifact mod was.
Hope suspend isn’t nerfed too much. From what I’ve tested, suspend lasts around 8 seconds without thread of continuity, so losing two or three seconds wouldn’t be too unbearable
To me 6 seconds without continuity and 8 with seems fair
good its so boring having to run strand for gms
New Handcannon archtype is desperatly needed and I look forward to wardens law being hopefully the comeback king. Having only 3 archtypes ,especially after losing a 4th one way back then made handcannons just kind of boring. Something I would say is a small contribution to people not really caring about handcannons. Nothing interesting was done with them in years. I was hoping this new Neomuna handcannon from the quest would have been a new type but its just another adaptive frame which we have way too of. Hope Wardens Law turns into a really fun one!
Suspend might be given a damage thresh cap. Similar to how enemies that are frozen remain frozen a longer time if the don't take damage. This could be what they do to level suspend's broken CC strength, it could also be balanced out with some sort of damage caused for "tearing the threads" of a target that is suspended so it trades off the extra seconds on CC. Kinda like how enemies immune to suspend take a chunk of damage after a few seconds of being suspended or being frozen then shattering either from damage or after a few seconds.
it would defeat the entire point of strand versus stasis, then. that's what makes stasis BAD.
So reducing suspend time - are they reducing how often the fallen overload captains teleport? (about every 0.5 seconds) Or how fast they heal back up? Or reducing the time it takes to stun them?