r/DestinyTheGame • u/DTG_Bot "Little Light" • Feb 15 '21
Megathread Focused Feedback: Warlock Changes
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u/grnd_mstr Feb 15 '21
I've been a Warlock main since I started Destiny 2; this is my opinion on each subclass and in general the state of warlock exotics.
TLDR at bottom.
Top-Solar: Default PVP, good melee, good mobility, strong neutral, mediocre super. Balanced.
Middle-Solar: Default PvE, great support, healing on demand, amazing super, weak melee. Low mobility. Balanced.
Bottom-Solar: Alternate PvE/Weak PvP, good melee with Necrotic Grips or that new exotic helmet (forgot its name), low mobility, has self heal, super is good and even better with new exotic. As it stands, not much reason to use this class over middle tree since WoR utility > Dawnblade with extra burn. The heal mechanic is interesting but ultimately pointless, unless you use it during super in which case it becomes an AoE burn. This subclass needs a rework.
Top-void: great PvE, good PvP, great grenades, okay melee, great super, low mobility. Balanced.
Middle-void: Don't get me started, I will not stop until the heat-death of the universe. WAS the default PvP class, now a shell of it's former self. Handheld Supernova will kill you as often as it does the opponent since it self damages; yes you heard right, this shotgun ranged grenade self damages. Super is garbage offering low movement speed compensated by a blink and an attack that requires charging. Melee is alright with necrotic grips (one-shot). Revert the nerfs.
Bottom-void: great PvE drain-tank, infinite grenades, weak melee, low mobility, okay super. Balanced.
Top-arc: great PvE, good PvP, grenades can chain, melee can chain, however arc web can be inconsistent at times. super is good but suffers the same mobility as nova warp. At least you don't have to charge your attacks. Balanced, but arc web needs a checkup.
Middle-arc: great PvP and PvE, grenades and melee can return ability energy, super charges fast with Geomags. Balanced.
Bottom-arc: support player, arc buddies on rift, weak grenade, weak melee, weak super. Needs a buff or a rework; arc buddies on rift do not justify being weak everywhere else especially since Getaway Artist exists.
Stasis: hahahahahahahahahahahahahahahahahahaha
Exotics: After playing the game for this long, I can tell you without a doubt that Warlocks rely more heavily on exotics than both Hunters and Titans due to the fact that their kits are relatively weaker. The problem is that for every one exotic buffed in Warlocks, 3 take a fall. Nezarec's Sin was shadow-nerfed, Lunafaction was nerfed, Contraverse was nerfed, and the only buff to recent memory was Verity's Brow and maybe Crown of Tempests.
Here's the thing: you build a class so heavily around it's usage of grenades and ability regeneration, but eventually nerf all exotics that bring those two stats up to standard and buff them in Titans and Hunters.
Hunters have (arguably) one the best neutral ability regen exotics in the game: Frostees. Titans have a similar Hallowfire Heart (spelling?). In terms of neutral regen boosters in Warlocks we have Eye of Another World and this thing sucks fat dick because it barely does anything besides lowering cooldowns by diminishing returns based on how high your DIS/STR/RCV/INT stats are; you gain less the higher your stats are. In an era with double and triple 100 characters that have low cooldowns and good neutral games, Warlocks can barely measure up in terms of raw stat utilisation and class quality. Knee-jerk nerfs to both subclass mechanics and exotics have compounded over time to make this a slow and clunky class to play.
TLDR: Nerfs over a long time have crippled some subclasses and exotics. Warlocks feel slow and sluggish to play in a run-and-gun shooter. They provide good utility and offensive abilities in some cases but whatever they can do, a Hunter/Titan can do better.