Personally, I prefer having the leviathan as a patrol space and a public event over a 3 or 6 man activity. It makes an interesting early season experience having to explore the location as opposed to running a matchmade activity one time and seeing everything it has to offer in 10 mins or less
I agree. I never experienced the leviathan so it’s new to me. I think solar 3.0 rocks. Void 3.0’s release alongside Witch Queen is always going to be hard to top tho
same here; never got to see the Leviathan before, so experiencing it is very fun. Also, getting two sets of weapons (Nightmare and Opulence) makes farming just a little more interesting imo. Also, godDAMN does hunter feel good to play. Gunpowder Gamble is so simple and yet so satisfying that even though Goldie feels a bit weaker than normal imo I don't feel like we got stiffed.
Leviathan is my favorite Destiny location, but I’m kinda bummed how they brought it back. It was always supposed to be an event that you’re invited onto the ship to put on a show. Now it’s just a boring seasonal activity area. It looks awesome but it lost all its luster for me spending a bunch of hours in Castellum just doing escalation protocol.
I agree, even if we spend the same amount of time in levi compared to the activity. Running around in a destination is more engaging that mindless killing like most activities
My biggest problem with the warlock aspects is that 2/3 of them revolve around aerial gameplay, so I'm kind of forced into that playstyle. I guess Icarus Dash doesn't necessarily need to be aerial, but there's another problem. Heat Rises is a requirement to get value out of both the other aspects. You need it in order to get the ability energy for your enhanced grenades, and you need it to get your double dash charges. I don't like being forced into this aerial playstyle when I wanna be a "pyromancer", not an "archangel" as Bungie put it.
Exactly how I feel, warlocks got shafted in this. The fact that two of the three aspects are movement based is absurd. You think I'm gonna be floating around trying to get my abilities up in a grandmaster? Hell no I'll get lasered down instantly. This isn't gonna be good at all for endgame content and it's depressing.
Tbf “archangel” I think more refers to actually being able to heal things lol. So even on that front they dropped the ball. None of the fantasies they were pitching in the Solar insight video actually made it into the game imo
@@darriuscole8544 Solar Warlocks got the short end, but Void was pretty good to us. I think we got screwed for sure... cause I hate that we have 1-2 usable exotics with solar. Excluding the PVP focused pants we got... QQ
@@TrevorJNagy voidwalker was decent, but it benefitted greatly from Volatile Flow (arguably more so than the other classes), while there doesnt seem to be a solar counterpart to that mod in this season artifact. With VF gone, voidwalker feels kinda decent, but far weaker than before.
Phoenix dive went from having like a 5-6second cooldown to now 1:30 for the same effect it had before. Phoenix dive was already sort of a niche/underused perk before the update, and now they might as well have just removed it from the game
Warlocks having a 10 second ish class ability actually sounds pretty interesting build craft wise but yeah the 1:30 literally kills anything you try to do with it
And that's considering they have just recently removed the sprint/slide bug attached to PD, only to them attach the ability to a substitution of rift that gives a minor damage boost. They should have least allowed you to use the ability as often as hunters can shatterdive, at the cost of it only healing/buffing/burning enemies when the charge is complete. Having it exclusively as a movement tool while you wait for the recharge would have been a nice plus to the ability, imo.
Yeah its kinda off how messed off with they the weigthneed knife for me for exavmple , because at least for me the principal reason to use it it was not for getting another benefit than our knife back with a headshot, because now Solar Hunters is just tryng to spam radiant wit our dodge
I was using acrobat dodge for the first time for a good amount of time and that 1.22 cool-down really hurts the hunter like why would I use it? I might have to build into a little more idk
I expect they'll eventually introduce some synergistic fragments between elements (at least I hope). Like being solar subclass and doing solar damage to an enemy with volatile can trigger void AND solar explosion. Or chain lightning damage to a stasis crystal can trigger enhanced chain lightning emanating from the crystal, etc.
there kinda is with the new perk but it could have been something like vr for void + half of the solar exotics don´t apply any debuffs and for the ones that should it doesen´t work
Outside of volatile rounds, the raid pulse....and...what else? I do agree, I wish weapons besides Prometheus Lens, Skyburner's, and Jotun did something with scorch and ignite.
I feel like the scorch/ignite needs an overhaul. They tried to make it like stasis slow/freeze, but that doesn't translate well when the abilities kill them before the status effect activates.
They can ramp those up in PVE like they did in PVP for stasis, where you would get slowed less effectively in the slow orb/area grenade. I hope they do it. ignitions are a rare occurrence.
@@Criiies Yeah I've been taking solar into higher end content and ignite's big burst of damage actually makes sense there. Definitely seems like it's meant to do some add clear, but it's real value is when you can keep triggering it on a boss or champion. Since then I've retooled my thinking and tried to make loadouts where I can reliably combo things into triggering ignite on those beefy enemies. Fusion grenades with touch of flame, and Starfire protocol on warlock is very good DPS, especially with a demo rocket. Tripmines, young ahmkaras spine and proximity knives with the gunpowder gamble allow me to trigger like 3 ignite procs in one cycle of abilities. Titans consecration with heart of inner most light is an add clearing machine but also a good burst tool, downside being it's the only one that can't reliably be used on bosses.
Enemies should be periodically flinched when scorched and have reduced attack damage, it should also trigger the retreat/seek cover behaviour in their AI. They should weak ignite when killed by scorch or a solar ability and the stack system should be reserved for a Strong ignite for Big enemies.
Scorch and ignite should’ve just worked like volatile. Ditch the stacks and just make it so burning enemies explode when they die. Scorch falls off or kills too fast in pve to be useful. If the stacks worked like stasis where it takes half the stacks to make the same effect happen in pve, that might’ve been fine too. I.e. 50 stacks for an ignite.
Overall I like it, but one gripe I have with Dawnblade is that they made a big deal about giving Warlocks a cool Bottom Tree with lots of explosions, only to take that away just a couple seasons later and give it to Titans. But to me the biggest issue is they took away divine protection, one of the warlock’s most powerful healing abilities, when they’re supposed to be the best healers. Now we have to choose between having a healing grenade and a regular one.
My issue with the healing stuff, is the point of well was to give warlocks the niche of a support with being able to heal allies. Yes we still have well and rifts to heal, but with any class being able to run a healing grenade it takes away the warlocks niche while making them not as good as a healer. Plus the healing grenade being it's own grenade type takes away the versatility in end game content being able to heal while having the option to provide damage support
I personally love the new healing nade especially on warlock. the aspect lets you make it heal even better and now you can main a healer basically. I feel like the biggest reason they took away the Q charge heal was because to many people just healed themselves and didn't really care about the team play aspect of actually healing everyone.
Bungie "so we heard you like bottom tree dawn blade. Explosions, extended super duration. We are going to ruin your experience by giving you top tree basically" . Dislike phoenix dive as a class ability
@@williamsmock5500 I used to have this build with bottom tree and sunbracers, I used wrath of the warmind to generate cells with sunbracers, and strength of the warmind to restore the melee, all while applying constant burn through the solar grenades. It cleared rooms better than any roaring flame build ever could. Getting to mess around with that build was like, the most exciting part of Solar 3.0 for me. Solar 3.0 arrives, and my build suddenly no longer exists. So much for Bungie not wanting people to spend the first few days “mourning what they’ve lost”.
@@pearson674 They already had a solution for that problem. Benevolent dawn basically gave you another grenade for free if you used your healing grenade on another player. They made healing grenades a bigger investment now but they are worse also. No overshield, less healing, no option for damage grenades.
One thing that doesn t get Mentioned enough IMO is the buff display. With so many small buffs in the game now it s hard to track your buffs and what you have active if you procced what you wanted to procc etc. Me on my Titan for instance: I can have Restoration, Radiant, Sol Invictus, Roaring Flames, Chared with light, Any elemental Well mod, Enhance barricade, Enhanced Grenade, Enhanced Melee (Heart of inmost light) and more. You get the Point. Yet i can only see 3 of those at any given time due to the nature of Buff display. A Rework of those would be nice .
I'm actually really happy with what they've done with the Leviathan. Pretty much every seasonal activity, I play it a couple times then it becomes super tedious to play. I've found myself grinding containment for hours because its just a pretty fun activity, but you can also just explore the Leviathan and complete patrols (which give you seasonal materials so its actually useful) while you wait for another one. As a warlock main, solar 3.0 feels just kind of disappointing. None of the fragments or aspects really seem to have any synergy, dawnblade feels super weak, and healing grenade is an entire separate grenade now. but that's just my two cents. Incinerator snap is awesome though
I can’t believe you said that this is all just “okay” gameplay-wise! I’m absolutely loving the way the Leviathan has been redesigned as a play space, carved into mission segments for Sever, and decayed to move the narrative forward while tying together the threads of Glykon’s egregore and the Moon’s nightmares. I was simply giddy when I found myself chasing a boss through the old gauntlet race loop. This kind of long-form remixing really does it for me. And the Derelict Leviathan is a free patrol zone unprecedentedly dropped outside the expansion cadence, too!
Imo I never even liked the Leviathan in the first place so I kinda just think “well damn, its just more of what I’ve seen already with a couple cosmetic changes”
My hope is that they'll come with arc 3.0. Titan will get a variant of punching + shoulder charge, hunter will maybe finally get blink strike back (with no backstab), warlock maybe having both middle and top tree's options. Then separate a bunch of old and new stuff into aspects and fragments for passives and such. + everyone getting every nade. (maybe a blink dodge for hunters reminiscent of Bakris...? instead of blink jump if they're REALLY against giving us that back?)
Bungie is figuring out that their high level content is so poorly designed that melee range anything is completely useless. Instead of fixing that, they've just been slowly turning all melee abilities into ranged abilities. Hooray?
@@Farengast This makes too much sense to me, I fully agree and think this is definitely the route Bungie is going. Say goodbye to your favorite Arc hands next season folks, we're all getting unlimited power of some kind instead.
"Heat rises + Icarus dash" should've been one aspect, and the 3rd could've been some thing like " extended super duration and add a healing turret stationary in the rift".
There is an infographic floating around with Solar 2.0 vs 3.0. From it you can see that basically all of TTD was kept and somewhat improved with these changes. 2 of the 3 aspects we have were innate parts of the TTD kit. I would go out on a limb to say that the reason they split them from one aspect to two was so you couldnt have the full TTD kit PLUS for PvP purposes. Like, imagine if you had all three current aspects on the Warlock on (the 2 merged plus the other one that improves the grenades). As someone who does not really PvP unless I need to (*sigh* like this season and trying to get that IB title), and thus never really used TTD, I am beyond disappointed that my build was thrown into the dumpster because they decided that TTD was the only thing Warlocks should be.
@@mun123keet IMO all subclasses should have 4 aspects. I don’t care about heat rises at all but I’m forced into it. Because the other two aspects require it. Not something I like to see. I never cared about Icarus dash unless I was doing trials in PvP. The improved nades are nice, but it feels like a copy of void. Honestly put TTD into one aspect. Only 1 dash allowed, and no grenade energy on in air kills, only allow 1 fragment. Change the grenade aspect to not increasing grenade effectiveness but instead give the ability to charge any grenade into a heal nade and if the heal nade is equipped overcharge It to act as normal and after a delay spawn two separate medium heals in PvE and small heals in PvP allow 2 fragments. Now you have a 3rd aspect to play around with. Aspects should be more interesting than they are right now. Stasis did aspects correctly, void did alright unless you were a hunter, and solar is not doing good unless you’re a hunter. For the 3rd aspect make it a energize with the burn/ignite (you know what solar is apparently supposed to be about now). Honestly I’d be fine missing a season of content for bungie to focus 3 months dedicated to fixing solar 3.0, make arc 3.0, and add another aspect to all light subclasses to add further customization.
Void 3.0 just kinda does everything. Weakening, big explosions, healing and grenade spam with devour, big damage supers, invis, overshields, etc. Volatile is what solar 3.0 should've got in terms of function. Easily apply a debuff to enemies that causes them to explode when killed. Ignite should proc when a scorched enemy is killed regardless of stacks in pve imo. The healing doesn't seem to really be there with hunter and ironically warlock. They said warlock was to be the best at healing but uhhh...where? Titan gets all the restoration buffs and every class has healing nades. Phoenix dive sucks, either buff its effect drastically or reduce the cooldown drastically. The fragment mimicking the benevolence perk is far too weak. Considering how much Void 3.0 can spam grenades and shit, the benevolence fragment should be atleast as strong as it used to be when it was on warlock (in pve). Might also be cool to buff the healing grenades functionality a bit to give it more versatility. Maybe make it so if enemies are hit by the grenade, or if they walk through its radius, a blinding effect is applied to them or something. Maybe they get scorched since i think blinding will be an Arc thing next season. Also, five fragments are redacted still if i'm not mistaken and those tend to be game changers if void 3.0 is anything to go on. That's my rant.
I really agree with the volotile thing. That shouldn't be a void thing, explosions should be tied to solar as much as is reasonable. Maybe void could get weakening rounds or southing akin to that
The “redacted” fragments, are already in the game and they were 4 of them. Two of which veteran players got by “accindet” and the last two you can check what they do and it frankly doesn’t seem that crazy. Especially considering it’s not based on after the dungeon, but on community completions of the public event. So LOVELY🙃. Tbf my main gripe as of now, is warlock has no BTD or MTD functionality what so ever in terms of aspects, and that ignites are way to hard to pull off to actually reap any benefit from them.
@@itsinstinct_6756 and a long ass cool down thanks to no benevolent dawn buff giving us ability energy anymore. YEAH, SO GOOD. its harder for me to be a heal lock than before even when I fully build around it. Way to ruin a full playstyle Bungie.
I feel that Solar is way more nuanced than void AND the verbiage changes on things have made that even more pronounced. The verbiage on void largely stayed true to void (overshield, invis, and general debuff) .. It was far easier to see the end of the tunnel
Yeah, which is why I at least think I have seen such a wild disparity in reviews even over the short time solar 3.0 has been out. The solar rework has been harder to grasp, although now that some creators are turning out build ideas, it looks more and more fun.
@@Butteredthanatoast The problem isn't that it's harder to understand, it's harder to execute. They say they want you to "build into things". But if you build into scorch/ignite with warlock you will still struggle to actually get anything to ignite. It's like a mechanic that is completely irrelevant if you don't build into it and very unsatisfying and finicky if you do build into it. Same thing for healing warlocks. Not really what they promised in the dev video. You can build into old top tree dawnblade to sort of get that back with an extra cooldown on phoenix dive. But the other two things that you'd want to "build into" still suck even when you build for them.
@@Farengast I don't 100% agree that it's harder to execute. Ignite is pretty wild, and imo shouldn't be proc'ed often. I think that solar is going to have more of a learning curve than void did, but it will become better as people become accustomed to it
@@Butteredthanatoast With old bottom tree you could apply burn and burned enemies would explode when they died and the explosion would apply burn to new enemies who would also explode when they died. Nothing like that is remotely possible with scorch/ignite and even just getting a single ignite is hard to do. Basically you can get more solar burn/ignite utility out of simply using sunshot than any of the warlock subclass abilities.
take care of yourself Datto, no worries taking it slow to avoid burnout On the warlock 3.0 thing, I don't think it's awful by any means but I do have one very specific gripe with the aspects, and it's something I was afraid of going in: It feels like the design really *really* wants you to use Heat Rises. And I understand that being a human AC-130 gunship is cool if that's the way you want to play. But I have never liked it. I have trained myself for nine years that if I tap the trigger to aim down sights, I will drop where I want to and be immediately opening fire. If you don't like heat rises, you have the grenade focused aspect which is great and then Icarus dash. And if you are using Icarus dash without heat rises, you're probably just using it as an empty aspect with two fragment slots in it. Not only that, but heat rises has the added text that gives melee energy from airborne kills, which is the only line of text related to ability synergy across two entire aspects, and I have to use fragments and mods just to supplement something I want because I don't like the other parts of that aspect. If the aspect with Icarus dash had more going on besides it I wouldn't feel as annoyed. There is also the matter of the Sunbracers build kinda being The One and Only solar warlock 3.0 build (or at least feeling like it)
They really should've shared their plans with solar3 during development. Much like how Warframe does their dev streams. Even if they don't plan to listen it's still good to help people cope with what's to come, or how to prepare for what's coming
I've said this in previous posts about how long 2 seasons ago felt before Witch Queen. And I know people were upset with how much down time there was between the seasons but honestly... I think having that downtime is such a blessing lol. Being able to have a month+ to just put down Destiny and do anything else is so nice. I was done with the season + bounty farming for the witch Queen and still had plenty of time to go play other games and just not play in general and I think as a community we need that. With destiny where if you get up to poop you might miss an entire season of challenges it can be hard to put the game down to do something else from fear of missing out and that's why I really appreciate those long seasons where you can do that and come back recharged
God I miss melting point. Something that annoys me the most about the new Titan is that void is better at solar's fantasy(making explosions) and solar is better at voids fantasy(being an undying tank), Like the exact opposite things they were saying in the Vidoc. Scorch should proc the same way as volatile(weapon damage and the enemy dying) so annoying that I can't do chain explosions anymore
Try sunspots with Lorely, 2x Restoration stacks with the Resilience changes have made for some *insane* tank builds in a few videos kicking around the net. It's a different sort of tanking, with continuous regen vs a big shield. I agree with you on volatile though, it feels like Arc's going to end up with some kind of static-charge mechanic that builds into either a lightning bolt or a chain-lighting dispersal. It feels like there really isn't much distinction between the different aspects in terms of what you do, but rather how you do it.
Here’s a change idea: enemies effected by scorch ignite upon death, ignition level depends on the amount of scorch applied to an enemy, low scorch levels will simply burn an enemy away, moderate levels will create a moderate explosion spreading low amounts of scorch to nearby targets, high amounts of scorch will create a big explosion & shed moderates amount of scorch to enemies in the blast.
I like this idea a lot but the problem is the same thing as volatile verb was last season. There just aren't any consistent ways to proc it. So far it's abilities and supers but you only have so many or the enemy only has so much health. Idk what they're going for with this but it's annoying when I can't make it work. The only weapon I know of that applies scorch and that skyburners which most people wouldn't touch with a 10 foot pole and incandescent perk weapons I think. They've really backed themselves into a corner with this confusing system and no proper explanation on how to make it work the way the intend.
@@linkfain1 that will always be a problem, but the biggest change I think is making ignition easier to proc & in turn make the amount of scorch effecting an enemy matter. So low tier ads might only burn away or ignite into moderate explosions that burn away enemies around them. However using heavy scorch applying things like the incendiary grenade will put a low rank & file straight into mega combustion mode. Would be different from volatile as it requires sinking more void damage for them to perpetually detonate & spread volatility to other enemy’s where scorch would stack up until the enemy dies & sheds what scorch it had based on the current amount it contained.
I was hoping there would be a seasonal mod called “Incendiary Rounds” or something similar to Volatile Flow where solar weapons apply scorch stacks slowly after an elemental well pickup
As a Hunter main who's yet to try the other Solar variants, I really like new Gunslinger. Not being all-in on your Super feels really nice, especially after how 3.0 Nightstalker seemed to put a lot of emphasis on Quiver at the expense of the rest of the class. My main complaint is to tone down the self-damage on the dynamite, because that thing has the blast radius of a Thundercrash and does half your total health if you're caught in the blast radius. Past that, it feels great.
If you think that night stalker 3.0 was all about mobius quiver then you just didn't understand how to play it. Void 3.0 on the hunter is insanely fun, and fantastic at virtually everything.
As a hunter it really gives some underused exotics love. Like 6th coyote which can technically give you 2 radiant dodges. Ophidea i think would pair well with the new knife, maybe the new hunter arms too could be a nice addition for proxim knife. The fact that now as a Hunter i have an excuse to run Lumina is a breath of fresh air for me
I'm actually pretty surprised by people's reactions, I mean I took a pretty long break after Vow came out and haven't been doing much pinnacle grinding since Lost but I've been loving the public event, Gunslinger changes, lore, voice acting, the mini presage, pretty much everything.
That stuff is awesome I agree! But I for one don’t think warlocks and titans got as much love with this season. And I know a big game like destiny has a lot of code to manage but the bugs are getting kinda silly this season
Hunters definitely walking away with a W. Going from one godly super to another, with Solar also generally having a more useful buff than void invis on top of that, and stealing warlock's ability to have a damage nade at the same time as a healing nade.
Same, I took a break last season after the story took a nap and completed most of WQ including Vow so with the return of the Leviathan, the story and Solar 3.0 I’m really loving this early season days. Also, I’m a hunter so I think I was pretty well served.
As a healing warlock main, we got hurt the most since we have no aspects designed just for healing, and pheonix dive, our only new exclusive healing option, cuts out the rift and therefore Boots of the Assembler, the best healing exotic in the game. Doesnt help that solar titan spec'd for energy gains can now lay on massive amounts of healing with healing nades since all classes now have the healing warlock kit.
Hopefully, once Ember of Benevolence comes back, it will actually function with Assembler. As it was it was an absolute disaster, the seekers wouldn't proc it, however you could proc it yourself by stepping in and out of your rift, but then if you stepped out, you lose the rift time extension from Assembler XD I can only hope it'll be in better shape once it comes back, but even then it's a fragment, so every class has access to it. Sunspots are a much *much* more reliable and effective way to provide team healing and recharge by running a piece of exotic armor.
I managed to get a pretty good healing build going with Verity's Brow, Healing Nade, Embers of Searing, Blistering, Solace and Torches, Incinerator Snap, abd for aspects I used Icarus and Touch of Flame. If you run a solar weapon with 100 discipline you can get your healing grenade back every 15-20 seconds and get restoration with it, which stays with you longer because of the fragments. Run whichever rift you would rather have, Im running empowering cuz I frankly dont need the healing, and youre set. Hope that helps until they help us warlocks out a little bit.
Also i just came back this season after a quite long hiatus but healing grenade doesn’t insta heal anymore??? Or doesn’t insta heal myself… haven’t really tested that much.
Congrats on your 9 year anniversary Datto! Been with you since the start and it’s been an awesome journey seeing your channel and the Destiny community grow during this time. Wishing you the best fellow guardian :)
As a Warlock, I think Solar 3.0 is cool but not for me. I was either a bottom tree super machine or a heal/support when playing a solar subclass but now I can't really do the former and feel too limited with the ladder. I think Stasis is more for me right now.
I hope so, had a lot of fun just mowing through enemies in my super. I think the only change that I really don't like from Solar 3.0 for Warlocks is taking away the ability to make healing grenades from any other grenade, makes Warlocks have to really commit to pretty much only healing instead of being more versatile, which is what they want with the focus on build crafting I guess.
I think you nailed the community consensus right on the head. If you liked top tree Dawnblade, then Solar 3.0 is your jam and more of what you liked. If you didn't like top tree you're now forced to play it and nothing else. I played a lot of Void 3.0 last season but with Solar feeling so lackluster I'm probably going to go back to Stasis since I haven't played that in a while.
@@Set451 boy it sure would be nice if I could use those and find out. Oh wait they made it community completion focused so it’s gonna take an eternity. I don’t understand why they didn’t just make it come out after the dungeon
@@redstormfighter4863 Honestly, top tree dawnblade was my favorite and I was immensely looking forward to solar 3.0; looking at void we got to blend charged up grenades *and* devour (and those charged grenades could be either any of the existing types or the shotgun blast from mid-tree) and with devour and child providing the energy regen that the other trees could bring, it felt like we sort of had the best of everything. With Solar, yeah I can still top-tree, but it's basically exactly the same top-tree that we had before. Sunbracers are still good, they do a bit more damage now with the Ignite bursts, but it's basically the same thing, the gameplay loop hasn't changed at all. I was really looking forward to being able to mix some of the support or burning elements with some of the aerial gameplay from top-tree, but it's basically all the same... To be fair, at least I still have solar 2.0 top-tree. Mid tree is a shell of it's former self, better done by other classes or at least will be once Ember of Benevolence is fixed in what they said they expect to take 2 weeks (though I should say I do like the well of radiance change), and bottom tree has effectively ceased to exist except for Phoenix Dive....which is in a horrible place now it's competing with rift....and you could argue that the new melee is basically built by giving bottom-tree's a bit of love, but I have yet to see anyone saying that their favorite part of bottom-tree dawnblade was the melee 😅
As a warlock, solar 3.0 just feels like top tree with a few extra bells and whistles. It's not terrible but I was really hoping for a healer focused aspect.
They nerfed well into the ground, got rid of divine protection and made icarus dash and heat rises aspects with 1 good for pvp and a useless one. So much for "being the best healers"
I feel like a lot of people kinda forget volatile flow doesn't exist anymore. Either way I personally welcome each subclass having its own identity rather than just different flavors of killing everything. If I want DR Titan I'm going void, if I want healing Titan I'm going solar, rather than just different types of buffs and what super I feel like killing things with.
I'll be honest, I knew Volatile flow wouldn't last and that's why I made my Void warlock get grenades at a decent pace with Devour so that I didn't have to rely on devour. Certainly a smart move since my old main healbot warlock got kinda neutered, and I'm not even talking the Well of Radiance nerf.
Most people use grenade builds though, especially on warlock. Most playstyles that went hardcore into volatile rounds are still practically the same. Just a bit toned down.
Thank you for adressing warlocks. I had a build I used for literal years at this point, nothing special but it was mine. Praxic fire 2 fusions Well so I would have 2 healy 'nades. Now im forced to spec into disc and find a new exotic armor. Oh and grind for those new Warlock boots and hope they drop. Kind of a bummer in my book but oh well. Still like playing support i will see what I can do.
So disappointed in Warlock healing. Especially the healing grenade not being able to do any damage. Which removes a lot of exotic armor pieces from having any synergy with it. Entire solar kit for warlocks feels like it’s designed to revolve around top tree. Well and healing feels like an afterthought.
They just need to figure out away to allow us to convert something into a healing Grenade or, use a normal one. That’s reall my the only bad change on Warlock.
@@spacewizardpip1111 I think the problem with that is that they've already given heat rises the conversion ability and they can't give the conversion ability to two aspects it's why the solar grenade modifiers are passive instead of charged like they were for void. The only solution I could think of is binding heat rises to hold melee instead, but that opens a whole new can of worms.
@@starmangalaxy2001 I dunno, an easier solution would be to have the healing Grenade heal, and say blind baddies? Give it a more unique utilities than just being another damaging Grenade. We’re in no short supply of damaging effects.
@@spacewizardpip1111 Blind is gonna be an arc keyword. Maybe like 25 scorch not enough to really be a damage dealer, but be enough to support other scorch effects?
Happy ninth year of UA-cam and destiny datto! Your opinions and guides are great, as someone who goes in and out between seasons/ years at a time everything you do is super helpful. Take it easy and hopefully you can go on a nice vacation soon 👍
I thought Dawn Chorus would be extra amazing with Solar 3.0, it was the main thing I was excited for. Boy, was I wrong. They've killed bottom tree completely. There's definitely an Aspect problem. Like I've seen others saying, Icarus Dash and Heat Rises should be the same Aspect. There should be another Aspect that makes Scorch and Ignite more aggresive or something. Also, I hate that verbage, Ignite sounds exactly the same as Scorch? Ignite is waiting for the boom not making a boom I feel like? Ignite should be changed to Explode, it makes a lot more sense.
As a Hunter main, I definitely think we got it best, we only got 2 major nerfs (six shooter no longer returns ammo on kill and weighted throwing knife requires more commitment to chain). But seeing warlocks have basically one subclass tree (aside from supers) is depressing.
As a Warlock main, at least you guys are having fun and getting the enjoyment we felt when our Void 3.0 subclass came out. Hopefully it makes up for being forced to build around invisibility and nothing else lol
@@redstormfighter4863 I feel this. I'm at the point where I'm going to use Nightstalker for PvP paired with sixth coyote for more invis uptime, while use Gunslinger for PvE with either Ophidia or Shards.
A good substitute for Sunbracers is Dawn Chorus. The tick damage from melee burns gives back a bunch of Melee energy. You just have to deal with the fact that it fucks up your drip.
I’m with you on the fatigue there. My job had changed which means I play less but i just couldn’t stomach another seasonal activity loop so I’m bowing out for now.
I legit agree with everything you said here Datto. I was getting roasted on other social medias about the Leviathan being okay and not something I’m looking for. Story is awesome as usual. Solar 3.0, as a Warlock main, that mainly plays PvE, as a support, was really disappointed to see what they changed. I really dislike the aspects being anti-synergy to one another, besides air dash, one focusing on throwing grenades, the other using up grenades for heat rises. I barely used Icarus dash in PvE before and still ain’t now, and so I’m basically wasting an aspect slot regardless of which aspects I go, to me at least.
It's weird how dash and heat rises are 2 separate aspects when they both used to be top tree abilities that focus on air combat. But I guess they used all their creative juices giving Hunters some team support for once so oh well.
You need to really build into the ability spam if you want to be able to use heat rises and throwing grenades which is completely possible. Getting kills with heat rises gives melee energy so you can use melee wellmaker to get wells which reduce all of your abilities cooldowns.
@@HDBlitzs Yeah, but then you need to land to pick up the wells that you generate and the more that you aren't in the air, the more you're running out your heat rises timer.
@@starmangalaxy2001 That's true but it's not like ability spam isn't going to have some sort of cost. It's just a certain playstyle that you can go for that's enabled with solar 3.0
Glad to hear it sounds like you are gonna take a small break, like you said in the video, it's been 9 YEARS, and as someone who's been here since the old exotic bounty guides, you've 100% earned a break 10 times over. Hope you enjoy what the rest of the season has to offer beforehand, but make sure you enjoy your break!
As a former Well main in PvP, this is why solar 3.0 warlock is bumming me out. 1) we lost a lot, and the only thing we really gained was the new melee, which is a sidegrade to a melee we already had. 2) the ‘healer’ role was completely butchered. Healing grenades and the benevolence fragment are both universal for all classes. The only way that warlock does it better is with the aspect that mildly increases the amount of healing from the grenade. I would say it’s not worth running, but considering the other aspects are also both so thin, you may as well. Fortunately (not specific to warlock), Kevin revealed that benevolence is supposed to work with the things it worked with previously, so at least there’s that. Unfortunately (specific to warlock), in that same thread, he declared that aspects will not be changed in a substantial way. It’s too much work. He’s hopeful that they can respond to feedback, but for those of us hoping icarus dash and heat rises would be combined and we could get something new…no such luck. It’s nice to be able to use icarus dash with Well (which was heavily nerfed), and the melee is amusing in PvE, but like…that’s it. You can blow up Atheon with the amped fusion grenades, I guess, but that whole aspect is fairly insignificant in normal gameplay.
I dont know how you can seriously take this as a nerf for welllock in pvp. Our grenade is now instant instead of charging it up, we have access to two ranged melees one of which is one of the best melees in the game for pvp. We also got insane air mobility with icarus dash and airborne effectiveness with heat rises which has only become even more relevant with the airborne accuracy nerf. So in exchange for part of our class becoming a global part of solar classes, we got parts of one of the best subclasses in the game, TTD.
@@HDBlitzs yes, you don’t have to charge the grenade anymore. However, you no longer get the option to throw a damaging grenade or charge it for a heal. The heal itself is a heal over time, as opposed to an instant heal and overshield. If you were using firebolts like I was, the cooldown is also much longer now. As for the Well itself, it has been nerfed severely. You can no longer survive primary shots from tow or three players. Additionally, your ability to fight other supers (namely Ward of Dawn) has been neutered. Having access to celestial fire is great (I can think of zero situations where the snap is a better choice), but there was utility lost with the damage boost and proccing of benevolent dawn that came with the old melee. I will really miss getting that one-burst BXR kill. I’m very happy to be able to use icarus dash again, but here is another problem. I would love to get the benefits of heat rises, but if I give up touch of flame, I give up the only edge warlock has at the healer role. Hunter and titan have the same access to healing grenade and ember of benevolence that warlock does, and the meager increase in potency is the only thing setting warlock apart. That is a glaring misstep in its own right.
I just wish warlocks still had benevolent dawn. Also not having heal and damage nades at the same time feels like a huge nerf. Tbh the combination of top and bottom tree feels great but middle tree parts feel a lot worse.
The spreading burn/explosion feel of bottom tree dawnblade is mostly gone. Getting ignite to proc takes too much effort and it doesn't cascade like burn + explosions used to. I actually never liked solar subclasses at all as warlock main until they revamped bottom tree and added Dawn Chorus. Solar 3.0 basically threw away that play style, IMO.
I feel like Heat Rises and Icarus Dash probably could've been merged to make place for a 3rd more support focused aspect. It'd make it so you either run Heat Dash and improved nades to rain death from the sky or improved nades and support to be full healbot? Maybe something like "Healing rift and Phoenix dive now grant Restoration to nearby allies when cast and Restoration effects you apply last longer" making it so others don't have to be running Solar 3.0 themselfs to gain the improved Restoration?
Feels like they completely gutted solar for warlock for me....took any fun out of it. Feels like I'm forced to build into ONLY a top tree dawnblade style....
First time i did the sever mission all the ptsd and toxicity came right back.. almost broke my keyboard when I got to the obstacle course. Complete and total rage.
I’ve seen peoples “underwhelm-ment” of Solar 3.0. Especially on Twitter. Playing around with Thanos-Lock, Jump-Slam Titan and Ashe Hunter all feel amazing and super fun and silly compared to the Void changes. Maybe I’m the odd guy out but they both feel exciting and super powerful where I’m happy to swap between either subclass. Thanks for the thoughts Datto
Its not just that bottom tree Dawnblade is just flat out gone, but all of our existing builds that we expected to see used more efficiently were killed with it. Sure the melee builds have been popping off with Winter's Guile, Claws of Ahamkara, and Felwinter's Helm but in terms of Grenade and super stuff its all dead in the water save for sunbracers and starfire protocol. Our options were extremely limited. It used to be in the past if you used Dawn Chorus you could firework an entire room from the burn and explosions chaining, you could even take it a step higher and use a warmind cell build with burning cells to keep spreading the burn and explosions since they actively synergized with each other. Now Dawn Chorus only increases scorch damage and makes Daybreak scorch enemies along with the melee regen from scorch, its past effectiveness is completely gone which made it work with bottom tree's chain explosions and its synergy with burning cells was killed since a majority of the older burn effects in the game didn't transition to scorch damage. On that matter the only 2 solar exotic weapons that actually had the scorch update were Skyburners and Prometheus. Sunshot and Ticcu's don't count as ignitions, Polaris Lance doesn't count as scorch, and hell even Prospector does the old burn damage instead of converting to scorch. The fact that all of these negative changes and anti-synergy were kept hidden from the playerbase led to a massive delay in player feedback on this matter. If we had known a few months back that this much was being lost and the basic functionality of top tree dawnblade was going to be 2/3's of our build options Bungie would've caught hell and would've worked faster to make changes that we're now going to have to wait likely 3-9 months to see made because of the developer work cycle.
I agree big time. It really feels like a huge kick in the dick that they've spent the last year after beyond light harboring good will with the community to just throw it in the dumpster like that. Who knows how long it will be before I trust them again. I knew from the moment that they said "things should be kept a mystery" or whatever that something was up. Especially since they didn't even give us the bare minimum. Now that we know why it's destroyed a lot of community trust. On top of that the season fell flat the first day. Levi social space is whack after 2 hours without something else to actually do, there aren't many people there to actually do the activity often times, the mission is cool but mostly a one off, and 3.0 is devastating to healing warlocks when bungie said warlocks were the healers. Keep in mind they've been a multi-billion dollar company for years and this is still the best they can do after all this time...smh
My thoughts on solar 3.0: Titan: U can use roaring flames and sunspots now together but in a way weaker form. (Also u can’t use the cool shit with the meele exotics and hammer anymore) which is kinda cool but I think the sunspot nerf made solar not worth using in my opinion. Also solar was the least used titan subclass in pve and those changes probably made it worse. The old bottom tree was actually quite potent in pve, atleast for controlling ads, and buffing teammates. I think solar 3.0 is not an improvement at all here. Warlock: Warlocks now have the ability to combine well with the old top tree. And they got an aspect bugging the potency of the grenades. That’s literally all positive I can say about the warlock. Warlock in pve is literally missing an aspect, because neither Icarus dash or heat rises are useful there. The choice between using a healing or dmg grenade is a hard nerf. Also nearly the whole identity of bottom tree just being removed is a bit sad. Phoenix dive is technically still there, but due to the rift being more powerful in my opinion, it shouldn’t have been a rift Alternative, it should have been built in on an other aspect. Hunter: I can’t say much negative about the hunter, that’s how they should have reworked every class. An improvement everywhere
Can’t speak to hunter and warlock, but as a titan, at first I agreed with you, but after testing out my insane levels of survivability (largely due to the resilience change, which I don’t know if that counts as part of solar 3), it’s fair to say titan is way more potent in endgame than it was before. I still am disappointed tho since we are now a less flashy version of our previous selves, and the only new thing we got, consecration, kinda sucks and is just a mashup of the behemoth slide melee and the striker groundpound. It is a low effort rework with a ‘being OP’ band aid.
I enjoyed Tommy's matchbook way more than my friends think reasonable, the solar exotics spawn wells lets me have well of life up easily enough, and with loreley splendor I get to set absolutely everything, including myself, on fire. I just wish that the gun that overheats the rounds and the user itself would interact in someway with the solar verbs but that would just be gravy at this point.
After 3 days with Solar 3.0, and trying numerous early builds I've seen online, my biggest issue is... I'm not just having fun with it. It is still viable? Sure. Are the nerfs warranted? Maybe, could really use some clarification on some. Are there cool new things? Totally. But the trade offs aren't enough for me to be having fun with it. Bottom tree Dawnblade's "burn everything" mantra was super fun, and things ALWAYS exploded regardless of how much burn I put on them. Middle tree Sunbreaker was hilariously fun with the one-hit hammer build, even though it was super hard to set up and achieve because of how much you build into that play style. So far, neither Warlock or Titan 3.0 are fun for me. They have basically just boiled down to 'spam melee while braindead' 90% of the time. PLEASE Bungie, don't gut Arc like you have done solar. Thundercrash is the most fun thing in this game, and I'd be heartbroken if it felt like Solar 3.0 feels.
It's been said that Thundercrash is pretty much all us Strikers have going for us, and even then, only with Falling Star. They would have to be bending over backwards in order to somehow make Arc Titans worse than they already are.
That's my problem with Warlock the only skill based loop remaining is Heat Rises. There's no Benevolent Dawn and although it needed a little work because it required Dawn Chorus to work there's no Bottom Tree loop either.
My biggest problem with solar 3.0 is the lack of customization. The aspects are spread so thin there is practically nothing going on. Even the best of solar 3.0, the hunter, only really has a single aspect. The super upgrade should have been a direct buff to the supers to let them not be hot garbage and the holster should have been either spread to fragments or just ditched all together with how weak it is. That leaves the most successful rework only having a single aspect. Most of the fragments are meh too. Its not as fleshed out as void 3.0 is. If this is what they are going, arc is going to get screwed hardcore.
Solar Warlock mid. Don't like how Risen Umbral Energy is only obtainable from seasonal activities. Great story so far and love the amount of "new weapons". Starting to really hate how expensive scav mods are, and that every single decent artifact mod is class item only that cost 5 or more.
I think the biggest problem is lack of "volatile rounds" equivalent on solar. Give us burning rounds? Scorch rounds? Whatever you wanna call it, give us a reason to run solar weapons with solar subclass. I fully expected a solar equivalent artifact mod of volatile flow to push me to use solar weapons, but no
But that's a perk on only the new weapons that you have to rely on a roll to use. Volatile flow was a very cheap artifact mod that applied to every void weapon in the game and was super easy to proc
As a hunter i love the new 3.0 solar changes and crafting different builds, i think that one reason why the new solar seems so weak is because the leviathan is above level and were not one shotting everything. Blade barrage is cool and excited to try out the seasonal mods
100% agree about warlocks they are empty. They lost: overshield in well, the passive that when you heal your abilities come back faster, rifts having the same cooldown as dive and being in the same slot, no more utility of charging grenade to turn it into healing, anti synergy with the snap and heat rises. They gained; the ability to use well, Icarus, and heat rises in PvP. That is great but there is not much there for high end PvE for warlock on solar. Wellock will always be viable but you’re just an ult bot with no power fantasy right now. Edit: warlocks also lost; scorched enemies explode on death and spread to other enemies, and while heat rises is active you cannot skate (this one is really frustrating).
This. There's plenty of fun low end builds to use in PVE like Sunbracers or infinite snap, but seemingly nothing that's going to stand out in end game content. There was a decent amount to the prior middle tree gameplay loop in GMs with charged healing nades, well overshield, benevolence etc. All it really feels like you can actively do rn is pop a super. Playing aerial in end game content is kind of a death wish.
Worst thing is even massively Buffed the Warlock is going to be super boring, The only fun loop left; Heat Rises, is kind of a gimmick in PvE; you need a constant supply of redbars to keep it up and it doesn't gel well with the new melee ability because it has a surprisingly pathetic range also only augmented action you can perform is an augmented Phoenix Dive which y'know brings you to the ground. Bungie have ruled out any significant change to Aspects so All they can do is make the grenade enhancement Aspect do more damage or give more uptime, reduce the cooldown on Phoenix dive which they can't do too much as it's open to everyone in PvP and was clearly super fucking annoying in playtesting and i dunno make Phoenix Dive give more velocity impulse force by a 1.05 scalar.
I think a simple interaction they could have that would make Warlock feel a lot better would be to add an effect to Heat Rises that when it's active Phoenix Dive also gains boosted recharge rate.
That would be so cool. I hope the final aspects coming in a later season guev warlocks more tk work with. It seems like they are locked into their aspects for PvE
That…may actually be perfect? Tbf it would have to be pretty substantial in my opinion, but I’d be fine with that. PLUS LET US SPAM IT IN OUR SUPER LIKE WE USED TO GODAMNIT. Not to mention, they NEED to find a way to have healing in the kit. Hell call the Icarus dash aspect “combat medic” for all I care and just add the functionality of making all healing effects more potent and have some sort of benevolent dawn in there. Then have touch of flame grant enemies that are killed while scorched, ignite, so it can pair with ember of char. And keep the rest of its functionality. That way you can have a bit from every play style and players can choose what to go with.
Looking forward to your solar 3.0 full review later. Please consider making build videos post 3.0 system in the future if that is something you're willing to invest in. Will definitely tune in for that if its a thing!
Perfectly stated. I agree with you 100%… unfortunately. I don’t get how they think Ignite is supposed to work. I also wonder Why they chose Trace rifles to get so much love in the artifact.
They chose Trace Rifles because it’s the only special weapon not to get a season to “shine.” Unfortunately, they can’t all be unstoppable GL levels of powerful
My wish list for solar 3.0 warlock: -Icarus and heat rises are combined again -we get an actually new aspect rather than a concept from void 3.0 with grenades doing slightly different things -phoenix dive gets some love because it isn't doing too well -provide a way for warlocks to feel like the healing kings that Bungie claims us to be by adjusting healing nades for warlocks exclusively The only reason I'm not happy with it currently is that it forces players towards what feels like just 1 viable build that not everyone likes (self-included) and it isn't even going to be that good for the endgame.
As a titan, I find the survivability stuff they added to be great, but I feel like offensively the subclass that was already mediocre at best was made way worse. I wouldn’t have too much of a problem with this if I could be confident Bungie won’t nerf resilience/healing after seeing how good it is now, but I can’t say I am. Also in the dev insight video they said, and I quote, “For the titans they are burn the world-they are big damage” when describing their visions for each class. While I feel the “burn the world” part, the big damage is the exact opposite of what I’m feeling. Even with roaring flames I don’t even feel AVERAGE damage. On the pvp side, over the past 6 months sunbreaker has gone from being my favorite subclass by far to my least favorite. The new aspect is absolute garbage in pvp (and I get that not everything has to be good in both pvp and pve) and can’t hit anything that is literally two feet above ground. I would consider myself at least slightly above average in pvp for reference, and out of somewhere between 8-10 games I’ve gotten 2 kills with the ability, both of them being trades.
That part about feeling the opposite of what the devs said in the insight video, I agree whole heartedly. For titans and for warlocks it’s feels wrong. Like they called warlocks “pyromancers who spread fire everywhere and archangels who are the best healers” but none of that actually made it into the game. The only “angel” thing warlocks have is that we are floaty.
I'm genuinely worried about the dungeon, it might have slipped everyone's minds but this is the first *paid* dungeon we're getting. With the key to the 2 dungeons being priced at a whopping $20, $10 per dungeon the dungeon can't just be "on par" with the previous standard, it genuinely needs to be worth $10. I hope the community judges it based on its price, and not "eh it's on par with old dungeons ig".
Yeah same, especially considering they didn’t show that you would need to pay for it much. Me and my friends all bought normal and had no clue we wouldn’t get the dungeon without deluxe. Maybe we’re stupid but I think they could have had announced it better
Back in the day they used to include dungeons with the standard expansions not just deluxe. They gained so much popularity that they started charging for them independently now. I've always said that's a slippery slope because if you charge 10 or 20 bucks for a dungeon it better be really good.
@@JDxxxxxx yeah my only problem are the glitches that happen a lot but it was probably my favorite dungeon. Sadly I don’t think any of the glitches will be fixed since they have existed since destiny 1. Talking specifically about when the hit you and it sends you flying way to hard
As a healer warlock main, I kind of like the new healing grenade. You lose the ability to use your grenade for damage, but you gain the ability to get heals out there MUCH faster and they track too. Great for pvp.
The issue is that before you could have 2 heal nades if you ran fusions with Starfire or low cooldown heal nades with arc bolts. Now it has its own cooldown and can't take advantage of any exotics anymore
@@Ffom177 the healing is only a little bump to a deal, not a full health bar. Probably 25% if I had to guess. I believe there's a fragment to make it more though.
Why is Icarus Dash seperate from the Heat Rises aspect? If you are playing PvE you are essentially forced to pick an aerial aspect, even if you don't want or care about that stuff. Why couldn't Warlocks have gotten, for example, a Healer focused aspect? Maybe bring back healing grenades that way, give em an overshield on Well or something.
I just made a comment on your last video talking about youtubers not talking about 3.0 and giving honest opinions.. soon as I refreshed your channel “ BAM “ a video is out
I'm more excited about the new and returning weapons than anything else. Seasonal activity and solar 3.0 are average for me. Warlocks feel meh outside of sunbracers and titans and hunters are above average. Warlocks need a 4th aspect to offer more build variety and end game viability. Can't really go flying around with sunbracers in GMs.
That's exactly what I've been saying like how tf am I sposed to float around in a GM with sunbracers and not get instakilled. I tried this exact setup and couldn't even hardly survive in a legend nightfall. So disappointed
Titans dont feel good as a Titan main :( They nuked sunspots (worse damage AND we can no longer heal on abikity kill), then baby hammer and roaring flames got snipped, nuked burn damage (incen nades cant kill anymore), nuked hammer strike, now all we basically just have is a Melee AoE that feels really sluggish. Pretty much all the defining parts of each tree were either cut in half or simply removed. I really hope they address it, because the subclass just feels worse than it ever has.
@@lastwymsi that is a bummer...I truly feel you my friend😔 What really is a bummer too is, other then well of radiance, the solar class for warlock was not at all meta in pve. I was hoping that would change here but it doesn't feel much better
I've been playing Solar Warlock since it got buffed, and was playing mainly top-tree solar (in pve, for the movement and celestial fire) up until the void rework. Here's how I'm feeling about it: -Combine Heat Rises and Icarus dash into a single aspect. The grenade consumption part is gone, so you can dash, and THAT gives a shorter-lived version of the heat rises buff, and you no longer get a second aerial dodge while it's active. -Touch of Flame stays the same. -New aspect: Warmth of Benevolence. It has the same, albeit toned down version of old mid-tree solar's Benevolent Dawn node: healing and empowering allies grants ability energy. Additionally, your grenade can be consumed for a weaker version of healing grenade, giving users of this aspect a bit of both worlds, grenade damage and healing. It does not grant restoration, but does fully restore health and shields on ally (and self) hit.
As a titan, after some reflection beyond my initial disappointment, I realized that solar titan is definitely more viable now than it was, especially for endgame, but I’m still disappointed since it feels like our 3.0 was profoundly low effort. Hunters, and warlocks to a lesser degree despite the nerfs, seem new and fresh, with the power to execute never-seen-before power fantasies. For titans, we have a more banal albeit more practical version of what we already had with a new melee which is just some reused assets from behemoth and striker.
Yeah after getting past the disappointment I can see the viability but it certainly feels more boring to what my Hunter and Warlock got imo. I dunno maybe I'll find a way to make a build that fulfills what I want but ehhhhh. Also, why does Burning Maul basically feel untouched? I expected at least some tweaks ya know.
As a warlock main I'd have to disagree there. Atm it feels like our only build is to fly around in the air peppering things from above. But in endgame content I don't want to be out of cover for long, that's how you die. Sure it works in early game when most enemies die to one melee charge but I took the same build into a solo legend nightfall today with the same build and it felt like my melee was just tickling the enemies and that I was made of tissue paper. The one build warlocks have rn for solar is almost not viable in endgame/on level content. If those is what it's like to he on level there is no way I'm taking this into challenging or gm content. It's really a shame because I was looking forward to the opposite.
I am actually curious what you find to be the new power fantasy on warlock. The grenades certainly *look* fancy, but we had that aspect for void as well. Warlock essentially had top tree split into 2 aspects, had an existing void aspect copy-pasted into a solar one, and had the other two trees either deleted or repurposed into fragments. And in exchange we got a neat new melee (so did everyone else I believe? Not sure how to qualify the bomb toss), and Phoenix Dive put on the class ability CD, with a little AoE heal on it. Honestly, we got some cool new visuals and that's about it. The melee is basically the same short-ranged semi-aoe that stasis and void have, just instead of providing CC or a knockback and debuff, this one comes in Solar's flavor of a bit more damage and burning.
One of the most common warlock complaints is heat rises and icarus dash being separate. In case anyone hasn't seen the sandbox lead said on twitter that they will NOT be merged period. Warlocks will not get a heal focused aspect. Only buffs and changes to existing aspects will take place. At this point it still makes zero sense why icarus dash and heat rises are separate but whatever Bungie has stood their ground and said they will continue to be.
On the plus side, he later corrected himself by specifically mentioning that he only is meaning this season. So there’s very little hope but atleast there’s something I guess😑
I don't mind this. They've said they want people to have to "build in" to things instead of just clicking the subclass tree and being done. At least top tree mains can actually build into their old play style. The other two trees just got kneecapped and "building in" to that playstyle still leaves you with a much worse version of what you had before.
@@Farengast Idk it’s just something I came in expecting from void. It makes sense for them to be merged especially since part of Icarus dashes aspect requires heat rises
Personally, I'm thrilled that healing grenade is separate, it makes it waaaay more viable in pvp when you don't need to charge it! And I'd argue that's a big bonus in endgame PvE too, like GMs.
Crows developmental arc is the best thing going right now. Second only to Caiatl, and then Saladin (whom i am eagerly awaiting to hear how he's doing with the Cabal). The hate we had for Uldren, turned on it's head because he is now a Guardian, and then learns his past and who he was and what he did... that turmoil of a character came to a head this season... *chef's kiss*. I truly appreciate the writing right now, and it is 90% of what keeps me coming back day in and day out.
i don’t like these 3.0 subclasses because they only have 3 aspects. i’m hoping with season 19, without a subclass to update, they add 1 new aspect to each subclass for each character. that would be the same amount of new aspects as if they revamped a subclass… stasis has 4… the options just feel limited- instead of choosing the ones you like, it’s choosing the singular one you dislike.
Leviathan public space event is much more enjoyable than other 3-6 man activities like Dares and Wellspring, to me. Cool to see weapons like Beloved come back, i wasnt playing back when they originally came out, so cool to experience them. Glad to see that youre gonna take some time to take care of yourself and avoid the burn out.
I just wanted to say as a warlock, yea the new snap is great and using abilities together I couldn’t before is great but “gutted” is the perfect word here, 3.0 is supposed to be all about versatility, yet warlocks have very little other than “oh you can icarus dash”, nevertheless, the new warlock boots pair great with vex and a classic top tree dawn setup.
Not a fan of a lot of the Warlock changes, but the new melee is really fun and the new "Rain of Fire" exotic legs are amazing. being able to reload every single gun every five seconds just with dash, and ALWAYS being radiant when using fusions/linear fusions is so good
The fact that the dungeon is separate really rubs me the wrong way. I got the deluxe edition so it doesn't really effect me, but 20$ is still a big ask just for dungeons. It definitely feels like its something that should come with the season, even if it means the season has to cost a bit more
@@nycto5335 I agree. I'm usually pretty sympathetic to game devs, since yk you gotta keep the lights on. But I do think it's getting out of hand, especially with all the new Sony money coming in. I guess overall its really not that much money, a lot of people will spend that much on a single meal, but I'm not a fan.
I know we have a dungeon coming tomorrow but I really hope there's more New exciting stuff to come with this season because the way bungie devs we're like on Twitter proclaiming it's going to be one of the best seasons to date and they're blown away with whats to come etc...I've learnt over the years not to get my hope's up with destiny as a whole, but I'm always a sucker for believing the hype.
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For me, a Warlock main, the Solar 3.0 as a Hunter is AMAZING. I absolutely love throwing that dinamite pack into a group of enemies and timing my shot to explode everthing. The Warlock Solar 3.0 experience, however, is absolutely horrible. Being pushed into using at least one (most of the time two) aerial combat based aspects is just so limiting, I hate this aerial combat playstyle in PvE. You put yourself in constant danger in harder content for little to no benefit at all, and there's not much way around it in Solar 3.0.
I've basically permanently got Hammer of Sol Sunspots as a neutral game with Solar 3.0 with how I've got Aspects and Fragments set up and it is beautiful.
All these warlocks thinking that well wasn't and still isn't a game breaking super. It needed to be nerfed. So much crying over not being able to put on one exotic and pressing the super button to win in endgame pve.
Personally, I prefer having the leviathan as a patrol space and a public event over a 3 or 6 man activity. It makes an interesting early season experience having to explore the location as opposed to running a matchmade activity one time and seeing everything it has to offer in 10 mins or less
I agree. I never experienced the leviathan so it’s new to me. I think solar 3.0 rocks. Void 3.0’s release alongside Witch Queen is always going to be hard to top tho
same here; never got to see the Leviathan before, so experiencing it is very fun. Also, getting two sets of weapons (Nightmare and Opulence) makes farming just a little more interesting imo. Also, godDAMN does hunter feel good to play. Gunpowder Gamble is so simple and yet so satisfying that even though Goldie feels a bit weaker than normal imo I don't feel like we got stiffed.
Leviathan is my favorite Destiny location, but I’m kinda bummed how they brought it back. It was always supposed to be an event that you’re invited onto the ship to put on a show.
Now it’s just a boring seasonal activity area. It looks awesome but it lost all its luster for me spending a bunch of hours in Castellum just doing escalation protocol.
I agree, even if we spend the same amount of time in levi compared to the activity. Running around in a destination is more engaging that mindless killing like most activities
ive seen everything the zone has to offer within one day and the activity isnt really exciting. wish we just had menagerie back lmao
Ah finally Datto can tell me how to feel about the new season.
Still mad that datto gave my beautiful dark twisted forsaken a 6/10
cant wait to have thoughts on thoughts
I was getting uncomfortable without an opinion these past few days
That's how it is
Y'all have got to be joking. Lol
My biggest problem with the warlock aspects is that 2/3 of them revolve around aerial gameplay, so I'm kind of forced into that playstyle. I guess Icarus Dash doesn't necessarily need to be aerial, but there's another problem. Heat Rises is a requirement to get value out of both the other aspects. You need it in order to get the ability energy for your enhanced grenades, and you need it to get your double dash charges. I don't like being forced into this aerial playstyle when I wanna be a "pyromancer", not an "archangel" as Bungie put it.
Exactly how I feel, warlocks got shafted in this. The fact that two of the three aspects are movement based is absurd. You think I'm gonna be floating around trying to get my abilities up in a grandmaster? Hell no I'll get lasered down instantly. This isn't gonna be good at all for endgame content and it's depressing.
Tbf “archangel” I think more refers to actually being able to heal things lol. So even on that front they dropped the ball. None of the fantasies they were pitching in the Solar insight video actually made it into the game imo
@@jackburkel4119 - So I'm not the only one who thinks that Warlocks got shafted....again.
@@darriuscole8544 Solar Warlocks got the short end, but Void was pretty good to us. I think we got screwed for sure... cause I hate that we have 1-2 usable exotics with solar. Excluding the PVP focused pants we got... QQ
@@TrevorJNagy voidwalker was decent, but it benefitted greatly from Volatile Flow (arguably more so than the other classes), while there doesnt seem to be a solar counterpart to that mod in this season artifact. With VF gone, voidwalker feels kinda decent, but far weaker than before.
Phoenix dive went from having like a 5-6second cooldown to now 1:30 for the same effect it had before. Phoenix dive was already sort of a niche/underused perk before the update, and now they might as well have just removed it from the game
Warlocks having a 10 second ish class ability actually sounds pretty interesting build craft wise but yeah the 1:30 literally kills anything you try to do with it
And that's considering they have just recently removed the sprint/slide bug attached to PD, only to them attach the ability to a substitution of rift that gives a minor damage boost. They should have least allowed you to use the ability as often as hunters can shatterdive, at the cost of it only healing/buffing/burning enemies when the charge is complete. Having it exclusively as a movement tool while you wait for the recharge would have been a nice plus to the ability, imo.
Yeah its kinda off how messed off with they the weigthneed knife for me for exavmple , because at least for me the principal reason to use it it was not for getting another benefit than our knife back with a headshot, because now Solar Hunters is just tryng to spam radiant wit our dodge
As a Warlock who mostly runs Void (even before 3.0) and occasionally runs Solar, I completely forgot Phoenix Dive was even a thing.
I was using acrobat dodge for the first time for a good amount of time and that 1.22 cool-down really hurts the hunter like why would I use it? I might have to build into a little more idk
The one thing I don't like so far is there doesn't seem to be much synergy with solar weapons like there was with void weapons and void 3.0
I expect they'll eventually introduce some synergistic fragments between elements (at least I hope). Like being solar subclass and doing solar damage to an enemy with volatile can trigger void AND solar explosion. Or chain lightning damage to a stasis crystal can trigger enhanced chain lightning emanating from the crystal, etc.
there kinda is with the new perk but it could have been something like vr for void
+ half of the solar exotics don´t apply any debuffs and for the ones that should it doesen´t work
Man, imagine if Sunshot's or 1K Voices' explosions applied Scorch stacks. That would make me happy.
@@joshuavidrine889 omg YES!
Outside of volatile rounds, the raid pulse....and...what else?
I do agree, I wish weapons besides Prometheus Lens, Skyburner's, and Jotun did something with scorch and ignite.
I feel like the scorch/ignite needs an overhaul. They tried to make it like stasis slow/freeze, but that doesn't translate well when the abilities kill them before the status effect activates.
They can ramp those up in PVE like they did in PVP for stasis, where you would get slowed less effectively in the slow orb/area grenade. I hope they do it. ignitions are a rare occurrence.
I don't mind the ignites being quite rare since they're actually very powerful. Instead of them just being a solar version of volatile.
@@Criiies Yeah I've been taking solar into higher end content and ignite's big burst of damage actually makes sense there. Definitely seems like it's meant to do some add clear, but it's real value is when you can keep triggering it on a boss or champion.
Since then I've retooled my thinking and tried to make loadouts where I can reliably combo things into triggering ignite on those beefy enemies. Fusion grenades with touch of flame, and Starfire protocol on warlock is very good DPS, especially with a demo rocket. Tripmines, young ahmkaras spine and proximity knives with the gunpowder gamble allow me to trigger like 3 ignite procs in one cycle of abilities. Titans consecration with heart of inner most light is an add clearing machine but also a good burst tool, downside being it's the only one that can't reliably be used on bosses.
Enemies should be periodically flinched when scorched and have reduced attack damage, it should also trigger the retreat/seek cover behaviour in their AI. They should weak ignite when killed by scorch or a solar ability and the stack system should be reserved for a Strong ignite for Big enemies.
Scorch and ignite should’ve just worked like volatile. Ditch the stacks and just make it so burning enemies explode when they die. Scorch falls off or kills too fast in pve to be useful. If the stacks worked like stasis where it takes half the stacks to make the same effect happen in pve, that might’ve been fine too. I.e. 50 stacks for an ignite.
Overall I like it, but one gripe I have with Dawnblade is that they made a big deal about giving Warlocks a cool Bottom Tree with lots of explosions, only to take that away just a couple seasons later and give it to Titans.
But to me the biggest issue is they took away divine protection, one of the warlock’s most powerful healing abilities, when they’re supposed to be the best healers. Now we have to choose between having a healing grenade and a regular one.
My issue with the healing stuff, is the point of well was to give warlocks the niche of a support with being able to heal allies. Yes we still have well and rifts to heal, but with any class being able to run a healing grenade it takes away the warlocks niche while making them not as good as a healer. Plus the healing grenade being it's own grenade type takes away the versatility in end game content being able to heal while having the option to provide damage support
I personally love the new healing nade especially on warlock. the aspect lets you make it heal even better and now you can main a healer basically. I feel like the biggest reason they took away the Q charge heal was because to many people just healed themselves and didn't really care about the team play aspect of actually healing everyone.
Bungie "so we heard you like bottom tree dawn blade. Explosions, extended super duration. We are going to ruin your experience by giving you top tree basically" . Dislike phoenix dive as a class ability
@@williamsmock5500 I used to have this build with bottom tree and sunbracers, I used wrath of the warmind to generate cells with sunbracers, and strength of the warmind to restore the melee, all while applying constant burn through the solar grenades. It cleared rooms better than any roaring flame build ever could.
Getting to mess around with that build was like, the most exciting part of Solar 3.0 for me. Solar 3.0 arrives, and my build suddenly no longer exists. So much for Bungie not wanting people to spend the first few days “mourning what they’ve lost”.
@@pearson674 They already had a solution for that problem. Benevolent dawn basically gave you another grenade for free if you used your healing grenade on another player. They made healing grenades a bigger investment now but they are worse also. No overshield, less healing, no option for damage grenades.
One thing that doesn t get Mentioned enough IMO is the buff display. With so many small buffs in the game now it s hard to track your buffs and what you have active if you procced what you wanted to procc etc. Me on my Titan for instance: I can have Restoration, Radiant, Sol Invictus, Roaring Flames, Chared with light, Any elemental Well mod, Enhance barricade, Enhanced Grenade, Enhanced Melee (Heart of inmost light) and more. You get the Point. Yet i can only see 3 of those at any given time due to the nature of Buff display. A Rework of those would be nice .
Even worse, some necessary raid buffs/debuffs can get rotated out of the visual buff list, which is obviously not very good
It's over a year later and it has only gotten worse.
I'm actually really happy with what they've done with the Leviathan. Pretty much every seasonal activity, I play it a couple times then it becomes super tedious to play. I've found myself grinding containment for hours because its just a pretty fun activity, but you can also just explore the Leviathan and complete patrols (which give you seasonal materials so its actually useful) while you wait for another one.
As a warlock main, solar 3.0 feels just kind of disappointing. None of the fragments or aspects really seem to have any synergy, dawnblade feels super weak, and healing grenade is an entire separate grenade now. but that's just my two cents. Incinerator snap is awesome though
That Eris laugh when Datto said “20 million nightmare containment completions.” LMAO
Hahaha
16:20 for reference
I can’t believe you said that this is all just “okay” gameplay-wise! I’m absolutely loving the way the Leviathan has been redesigned as a play space, carved into mission segments for Sever, and decayed to move the narrative forward while tying together the threads of Glykon’s egregore and the Moon’s nightmares. I was simply giddy when I found myself chasing a boss through the old gauntlet race loop. This kind of long-form remixing really does it for me. And the Derelict Leviathan is a free patrol zone unprecedentedly dropped outside the expansion cadence, too!
Imo I never even liked the Leviathan in the first place so I kinda just think “well damn, its just more of what I’ve seen already with a couple cosmetic changes”
I wish we still had melee abilities that:
A. Didnt require us to throw something
B. Didnt require us to slide or sprint
You would think titans would have an actually punch melee
My hope is that they'll come with arc 3.0.
Titan will get a variant of punching + shoulder charge, hunter will maybe finally get blink strike back (with no backstab), warlock maybe having both middle and top tree's options.
Then separate a bunch of old and new stuff into aspects and fragments for passives and such. + everyone getting every nade. (maybe a blink dodge for hunters reminiscent of Bakris...? instead of blink jump if they're REALLY against giving us that back?)
@@slothorne8222 FALCON PUUUNNCH
Bungie is figuring out that their high level content is so poorly designed that melee range anything is completely useless. Instead of fixing that, they've just been slowly turning all melee abilities into ranged abilities. Hooray?
@@Farengast This makes too much sense to me, I fully agree and think this is definitely the route Bungie is going. Say goodbye to your favorite Arc hands next season folks, we're all getting unlimited power of some kind instead.
"Heat rises + Icarus dash" should've been one aspect, and the 3rd could've been some thing like " extended super duration and add a healing turret stationary in the rift".
That be cool, and add phoenix dive part of an aspect too.
There is an infographic floating around with Solar 2.0 vs 3.0. From it you can see that basically all of TTD was kept and somewhat improved with these changes. 2 of the 3 aspects we have were innate parts of the TTD kit. I would go out on a limb to say that the reason they split them from one aspect to two was so you couldnt have the full TTD kit PLUS for PvP purposes. Like, imagine if you had all three current aspects on the Warlock on (the 2 merged plus the other one that improves the grenades).
As someone who does not really PvP unless I need to (*sigh* like this season and trying to get that IB title), and thus never really used TTD, I am beyond disappointed that my build was thrown into the dumpster because they decided that TTD was the only thing Warlocks should be.
This. It makes no sense that Icarus Dash can be enhanced by Heat Rises yet they aren't bundled in one aspect.
@@chrissturges8952 yeah i really liked bottom dawn over top, i pretty much just wanted to be able to run bottom with celestial fire
@@mun123keet IMO all subclasses should have 4 aspects. I don’t care about heat rises at all but I’m forced into it. Because the other two aspects require it. Not something I like to see. I never cared about Icarus dash unless I was doing trials in PvP. The improved nades are nice, but it feels like a copy of void. Honestly put TTD into one aspect. Only 1 dash allowed, and no grenade energy on in air kills, only allow 1 fragment. Change the grenade aspect to not increasing grenade effectiveness but instead give the ability to charge any grenade into a heal nade and if the heal nade is equipped overcharge It to act as normal and after a delay spawn two separate medium heals in PvE and small heals in PvP allow 2 fragments. Now you have a 3rd aspect to play around with. Aspects should be more interesting than they are right now. Stasis did aspects correctly, void did alright unless you were a hunter, and solar is not doing good unless you’re a hunter. For the 3rd aspect make it a energize with the burn/ignite (you know what solar is apparently supposed to be about now). Honestly I’d be fine missing a season of content for bungie to focus 3 months dedicated to fixing solar 3.0, make arc 3.0, and add another aspect to all light subclasses to add further customization.
Void 3.0 just kinda does everything. Weakening, big explosions, healing and grenade spam with devour, big damage supers, invis, overshields, etc. Volatile is what solar 3.0 should've got in terms of function. Easily apply a debuff to enemies that causes them to explode when killed. Ignite should proc when a scorched enemy is killed regardless of stacks in pve imo. The healing doesn't seem to really be there with hunter and ironically warlock. They said warlock was to be the best at healing but uhhh...where? Titan gets all the restoration buffs and every class has healing nades. Phoenix dive sucks, either buff its effect drastically or reduce the cooldown drastically. The fragment mimicking the benevolence perk is far too weak. Considering how much Void 3.0 can spam grenades and shit, the benevolence fragment should be atleast as strong as it used to be when it was on warlock (in pve).
Might also be cool to buff the healing grenades functionality a bit to give it more versatility. Maybe make it so if enemies are hit by the grenade, or if they walk through its radius, a blinding effect is applied to them or something. Maybe they get scorched since i think blinding will be an Arc thing next season.
Also, five fragments are redacted still if i'm not mistaken and those tend to be game changers if void 3.0 is anything to go on.
That's my rant.
I really agree with the volotile thing. That shouldn't be a void thing, explosions should be tied to solar as much as is reasonable. Maybe void could get weakening rounds or southing akin to that
The “redacted” fragments, are already in the game and they were 4 of them. Two of which veteran players got by “accindet” and the last two you can check what they do and it frankly doesn’t seem that crazy. Especially considering it’s not based on after the dungeon, but on community completions of the public event. So LOVELY🙃. Tbf my main gripe as of now, is warlock has no BTD or MTD functionality what so ever in terms of aspects, and that ignites are way to hard to pull off to actually reap any benefit from them.
Benevolence fragment wasn't working as intended
Nah man Wdym warlocks r still definitely the main healers coz we have well of radiance and… and…. Hmmm….
@@itsinstinct_6756 and a long ass cool down thanks to no benevolent dawn buff giving us ability energy anymore. YEAH, SO GOOD. its harder for me to be a heal lock than before even when I fully build around it. Way to ruin a full playstyle Bungie.
I feel that Solar is way more nuanced than void AND the verbiage changes on things have made that even more pronounced. The verbiage on void largely stayed true to void (overshield, invis, and general debuff) .. It was far easier to see the end of the tunnel
Yeah, which is why I at least think I have seen such a wild disparity in reviews even over the short time solar 3.0 has been out. The solar rework has been harder to grasp, although now that some creators are turning out build ideas, it looks more and more fun.
@@Butteredthanatoast The problem isn't that it's harder to understand, it's harder to execute. They say they want you to "build into things". But if you build into scorch/ignite with warlock you will still struggle to actually get anything to ignite. It's like a mechanic that is completely irrelevant if you don't build into it and very unsatisfying and finicky if you do build into it. Same thing for healing warlocks. Not really what they promised in the dev video. You can build into old top tree dawnblade to sort of get that back with an extra cooldown on phoenix dive. But the other two things that you'd want to "build into" still suck even when you build for them.
@@Farengast I don't 100% agree that it's harder to execute. Ignite is pretty wild, and imo shouldn't be proc'ed often. I think that solar is going to have more of a learning curve than void did, but it will become better as people become accustomed to it
@@Butteredthanatoast With old bottom tree you could apply burn and burned enemies would explode when they died and the explosion would apply burn to new enemies who would also explode when they died. Nothing like that is remotely possible with scorch/ignite and even just getting a single ignite is hard to do. Basically you can get more solar burn/ignite utility out of simply using sunshot than any of the warlock subclass abilities.
@@Farengast fair. Have you tried the infinite snap build with winter's guile? It's freaking awesome, kills everything.
take care of yourself Datto, no worries taking it slow to avoid burnout
On the warlock 3.0 thing, I don't think it's awful by any means but I do have one very specific gripe with the aspects, and it's something I was afraid of going in: It feels like the design really *really* wants you to use Heat Rises. And I understand that being a human AC-130 gunship is cool if that's the way you want to play. But I have never liked it. I have trained myself for nine years that if I tap the trigger to aim down sights, I will drop where I want to and be immediately opening fire. If you don't like heat rises, you have the grenade focused aspect which is great and then Icarus dash. And if you are using Icarus dash without heat rises, you're probably just using it as an empty aspect with two fragment slots in it.
Not only that, but heat rises has the added text that gives melee energy from airborne kills, which is the only line of text related to ability synergy across two entire aspects, and I have to use fragments and mods just to supplement something I want because I don't like the other parts of that aspect. If the aspect with Icarus dash had more going on besides it I wouldn't feel as annoyed.
There is also the matter of the Sunbracers build kinda being The One and Only solar warlock 3.0 build (or at least feeling like it)
They really should've shared their plans with solar3 during development. Much like how Warframe does their dev streams.
Even if they don't plan to listen it's still good to help people cope with what's to come, or how to prepare for what's coming
I've said this in previous posts about how long 2 seasons ago felt before Witch Queen. And I know people were upset with how much down time there was between the seasons but honestly... I think having that downtime is such a blessing lol. Being able to have a month+ to just put down Destiny and do anything else is so nice. I was done with the season + bounty farming for the witch Queen and still had plenty of time to go play other games and just not play in general and I think as a community we need that. With destiny where if you get up to poop you might miss an entire season of challenges it can be hard to put the game down to do something else from fear of missing out and that's why I really appreciate those long seasons where you can do that and come back recharged
God I miss melting point. Something that annoys me the most about the new Titan is that void is better at solar's fantasy(making explosions) and solar is better at voids fantasy(being an undying tank), Like the exact opposite things they were saying in the Vidoc. Scorch should proc the same way as volatile(weapon damage and the enemy dying) so annoying that I can't do chain explosions anymore
Preach
Try sunspots with Lorely, 2x Restoration stacks with the Resilience changes have made for some *insane* tank builds in a few videos kicking around the net. It's a different sort of tanking, with continuous regen vs a big shield.
I agree with you on volatile though, it feels like Arc's going to end up with some kind of static-charge mechanic that builds into either a lightning bolt or a chain-lighting dispersal. It feels like there really isn't much distinction between the different aspects in terms of what you do, but rather how you do it.
Here’s a change idea: enemies effected by scorch ignite upon death, ignition level depends on the amount of scorch applied to an enemy, low scorch levels will simply burn an enemy away, moderate levels will create a moderate explosion spreading low amounts of scorch to nearby targets, high amounts of scorch will create a big explosion & shed moderates amount of scorch to enemies in the blast.
I like this idea a lot but the problem is the same thing as volatile verb was last season. There just aren't any consistent ways to proc it. So far it's abilities and supers but you only have so many or the enemy only has so much health. Idk what they're going for with this but it's annoying when I can't make it work. The only weapon I know of that applies scorch and that skyburners which most people wouldn't touch with a 10 foot pole and incandescent perk weapons I think. They've really backed themselves into a corner with this confusing system and no proper explanation on how to make it work the way the intend.
@@linkfain1 that will always be a problem, but the biggest change I think is making ignition easier to proc & in turn make the amount of scorch effecting an enemy matter. So low tier ads might only burn away or ignite into moderate explosions that burn away enemies around them. However using heavy scorch applying things like the incendiary grenade will put a low rank & file straight into mega combustion mode. Would be different from volatile as it requires sinking more void damage for them to perpetually detonate & spread volatility to other enemy’s where scorch would stack up until the enemy dies & sheds what scorch it had based on the current amount it contained.
I was hoping there would be a seasonal mod called “Incendiary Rounds” or something similar to Volatile Flow where solar weapons apply scorch stacks slowly after an elemental well pickup
This!! What happened? Bungie dropped the ball big time. I guess they just figured dragonfly is good enough lol
There is but only for solar exotic weapons.
@@milan90ful that's not what that mod does. Not even close.
As a Hunter main who's yet to try the other Solar variants, I really like new Gunslinger. Not being all-in on your Super feels really nice, especially after how 3.0 Nightstalker seemed to put a lot of emphasis on Quiver at the expense of the rest of the class. My main complaint is to tone down the self-damage on the dynamite, because that thing has the blast radius of a Thundercrash and does half your total health if you're caught in the blast radius. Past that, it feels great.
Lol this grenade(and the double fusion on warlock) have been killing me more than the enemies it would seem
If you think that night stalker 3.0 was all about mobius quiver then you just didn't understand how to play it. Void 3.0 on the hunter is insanely fun, and fantastic at virtually everything.
As a hunter it really gives some underused exotics love. Like 6th coyote which can technically give you 2 radiant dodges. Ophidea i think would pair well with the new knife, maybe the new hunter arms too could be a nice addition for proxim knife. The fact that now as a Hunter i have an excuse to run Lumina is a breath of fresh air for me
Lumina doesn't synergies with solar 3.0 healing. And sixth coyote was the 2nd most used hunter exotic behind omnioclus last season.
I'm actually pretty surprised by people's reactions, I mean I took a pretty long break after Vow came out and haven't been doing much pinnacle grinding since Lost but I've been loving the public event, Gunslinger changes, lore, voice acting, the mini presage, pretty much everything.
That stuff is awesome I agree! But I for one don’t think warlocks and titans got as much love with this season. And I know a big game like destiny has a lot of code to manage but the bugs are getting kinda silly this season
There’s your issue. The Gunslinger changes are awesome. The other 2 Solar subclasses are lackluster, and Hunters only make up a third of players.
Hunters definitely walking away with a W. Going from one godly super to another, with Solar also generally having a more useful buff than void invis on top of that, and stealing warlock's ability to have a damage nade at the same time as a healing nade.
How long we talking?
Same, I took a break last season after the story took a nap and completed most of WQ including Vow so with the return of the Leviathan, the story and Solar 3.0 I’m really loving this early season days. Also, I’m a hunter so I think I was pretty well served.
As a healing warlock main, we got hurt the most since we have no aspects designed just for healing, and pheonix dive, our only new exclusive healing option, cuts out the rift and therefore Boots of the Assembler, the best healing exotic in the game. Doesnt help that solar titan spec'd for energy gains can now lay on massive amounts of healing with healing nades since all classes now have the healing warlock kit.
Hopefully, once Ember of Benevolence comes back, it will actually function with Assembler. As it was it was an absolute disaster, the seekers wouldn't proc it, however you could proc it yourself by stepping in and out of your rift, but then if you stepped out, you lose the rift time extension from Assembler XD
I can only hope it'll be in better shape once it comes back, but even then it's a fragment, so every class has access to it. Sunspots are a much *much* more reliable and effective way to provide team healing and recharge by running a piece of exotic armor.
I managed to get a pretty good healing build going with Verity's Brow, Healing Nade, Embers of Searing, Blistering, Solace and Torches, Incinerator Snap, abd for aspects I used Icarus and Touch of Flame. If you run a solar weapon with 100 discipline you can get your healing grenade back every 15-20 seconds and get restoration with it, which stays with you longer because of the fragments. Run whichever rift you would rather have, Im running empowering cuz I frankly dont need the healing, and youre set. Hope that helps until they help us warlocks out a little bit.
Also i just came back this season after a quite long hiatus but healing grenade doesn’t insta heal anymore??? Or doesn’t insta heal myself… haven’t really tested that much.
Warlocks=L
@@jeffsammer4473 yeah your class is mid + WL better
Congrats on your 9 year anniversary Datto! Been with you since the start and it’s been an awesome journey seeing your channel and the Destiny community grow during this time. Wishing you the best fellow guardian :)
As a Warlock, I think Solar 3.0 is cool but not for me. I was either a bottom tree super machine or a heal/support when playing a solar subclass but now I can't really do the former and feel too limited with the ladder. I think Stasis is more for me right now.
I think we'll get a feeling more similar to bottom tree when we get all the fragments. Not the same but a bit closer.
I hope so, had a lot of fun just mowing through enemies in my super. I think the only change that I really don't like from Solar 3.0 for Warlocks is taking away the ability to make healing grenades from any other grenade, makes Warlocks have to really commit to pretty much only healing instead of being more versatile, which is what they want with the focus on build crafting I guess.
I think you nailed the community consensus right on the head. If you liked top tree Dawnblade, then Solar 3.0 is your jam and more of what you liked. If you didn't like top tree you're now forced to play it and nothing else. I played a lot of Void 3.0 last season but with Solar feeling so lackluster I'm probably going to go back to Stasis since I haven't played that in a while.
@@Set451 boy it sure would be nice if I could use those and find out. Oh wait they made it community completion focused so it’s gonna take an eternity. I don’t understand why they didn’t just make it come out after the dungeon
@@redstormfighter4863 Honestly, top tree dawnblade was my favorite and I was immensely looking forward to solar 3.0; looking at void we got to blend charged up grenades *and* devour (and those charged grenades could be either any of the existing types or the shotgun blast from mid-tree) and with devour and child providing the energy regen that the other trees could bring, it felt like we sort of had the best of everything.
With Solar, yeah I can still top-tree, but it's basically exactly the same top-tree that we had before. Sunbracers are still good, they do a bit more damage now with the Ignite bursts, but it's basically the same thing, the gameplay loop hasn't changed at all. I was really looking forward to being able to mix some of the support or burning elements with some of the aerial gameplay from top-tree, but it's basically all the same...
To be fair, at least I still have solar 2.0 top-tree. Mid tree is a shell of it's former self, better done by other classes or at least will be once Ember of Benevolence is fixed in what they said they expect to take 2 weeks (though I should say I do like the well of radiance change), and bottom tree has effectively ceased to exist except for Phoenix Dive....which is in a horrible place now it's competing with rift....and you could argue that the new melee is basically built by giving bottom-tree's a bit of love, but I have yet to see anyone saying that their favorite part of bottom-tree dawnblade was the melee 😅
As a warlock, solar 3.0 just feels like top tree with a few extra bells and whistles. It's not terrible but I was really hoping for a healer focused aspect.
It is terrible.
They nerfed well into the ground, got rid of divine protection and made icarus dash and heat rises aspects with 1 good for pvp and a useless one. So much for "being the best healers"
I feel like a lot of people kinda forget volatile flow doesn't exist anymore. Either way I personally welcome each subclass having its own identity rather than just different flavors of killing everything. If I want DR Titan I'm going void, if I want healing Titan I'm going solar, rather than just different types of buffs and what super I feel like killing things with.
I'll be honest, I knew Volatile flow wouldn't last and that's why I made my Void warlock get grenades at a decent pace with Devour so that I didn't have to rely on devour. Certainly a smart move since my old main healbot warlock got kinda neutered, and I'm not even talking the Well of Radiance nerf.
Most people use grenade builds though, especially on warlock. Most playstyles that went hardcore into volatile rounds are still practically the same. Just a bit toned down.
Actually it definitely still exists just not on season mod
Volatile flow is actually still in the game. It’s still very strong.
Yo congrats on 9 years my guy! You are and always will be the one stop shop for all the info I need.
While I'm mad about the nerfs to warlock, I'm much more confused by the changes.
The Leviathan as a mini-patrol space was such an awesome idea, and a great way to revamp old content. I really hope it stays after this year.
Thank you for adressing warlocks. I had a build I used for literal years at this point, nothing special but it was mine. Praxic fire 2 fusions Well so I would have 2 healy 'nades. Now im forced to spec into disc and find a new exotic armor. Oh and grind for those new Warlock boots and hope they drop. Kind of a bummer in my book but oh well. Still like playing support i will see what I can do.
Congratulations on 9 years of making amazing content Datto!! You always make great and informative videos and I can’t wait to see what you make next!
So disappointed in Warlock healing. Especially the healing grenade not being able to do any damage. Which removes a lot of exotic armor pieces from having any synergy with it.
Entire solar kit for warlocks feels like it’s designed to revolve around top tree. Well and healing feels like an afterthought.
They just need to figure out away to allow us to convert something into a healing Grenade or, use a normal one. That’s reall my the only bad change on Warlock.
@@spacewizardpip1111 so you're ok with bottom being murdered and middle tree cut in half and top tree getting it's D sucked?
@@spacewizardpip1111 I think the problem with that is that they've already given heat rises the conversion ability and they can't give the conversion ability to two aspects it's why the solar grenade modifiers are passive instead of charged like they were for void. The only solution I could think of is binding heat rises to hold melee instead, but that opens a whole new can of worms.
@@starmangalaxy2001 I dunno, an easier solution would be to have the healing Grenade heal, and say blind baddies? Give it a more unique utilities than just being another damaging Grenade. We’re in no short supply of damaging effects.
@@spacewizardpip1111 Blind is gonna be an arc keyword. Maybe like 25 scorch not enough to really be a damage dealer, but be enough to support other scorch effects?
Happy ninth year of UA-cam and destiny datto! Your opinions and guides are great, as someone who goes in and out between seasons/ years at a time everything you do is super helpful. Take it easy and hopefully you can go on a nice vacation soon 👍
I thought Dawn Chorus would be extra amazing with Solar 3.0, it was the main thing I was excited for. Boy, was I wrong. They've killed bottom tree completely. There's definitely an Aspect problem. Like I've seen others saying, Icarus Dash and Heat Rises should be the same Aspect. There should be another Aspect that makes Scorch and Ignite more aggresive or something. Also, I hate that verbage, Ignite sounds exactly the same as Scorch? Ignite is waiting for the boom not making a boom I feel like? Ignite should be changed to Explode, it makes a lot more sense.
i mained bottom tree with dawn chorus i was in the same logic as you but wow what a deception, it killed my desire to play warlock this season
And congrats on the 9th year of Destiny and UA-cam!
As a Hunter main, I definitely think we got it best, we only got 2 major nerfs (six shooter no longer returns ammo on kill and weighted throwing knife requires more commitment to chain). But seeing warlocks have basically one subclass tree (aside from supers) is depressing.
As a Warlock main, at least you guys are having fun and getting the enjoyment we felt when our Void 3.0 subclass came out. Hopefully it makes up for being forced to build around invisibility and nothing else lol
@@redstormfighter4863 I feel this. I'm at the point where I'm going to use Nightstalker for PvP paired with sixth coyote for more invis uptime, while use Gunslinger for PvE with either Ophidia or Shards.
six shooter does return ammo on kill though, use ember of combustion
Rift is available in the private matches node if you want to play it before Iron banner comes out Datto!
A good substitute for Sunbracers is Dawn Chorus. The tick damage from melee burns gives back a bunch of Melee energy. You just have to deal with the fact that it fucks up your drip.
Ornament when? Bungie, please, I can't play looking so ugly.
Unpopular opinion but I think dawn chorus looks kinda cool
Shame the melee does piss poor damage. Can't even kill a bunch of acolytes in legend lost sectors
I’m with you on the fatigue there. My job had changed which means I play less but i just couldn’t stomach another seasonal activity loop so I’m bowing out for now.
I legit agree with everything you said here Datto. I was getting roasted on other social medias about the Leviathan being okay and not something I’m looking for. Story is awesome as usual. Solar 3.0, as a Warlock main, that mainly plays PvE, as a support, was really disappointed to see what they changed.
I really dislike the aspects being anti-synergy to one another, besides air dash, one focusing on throwing grenades, the other using up grenades for heat rises. I barely used Icarus dash in PvE before and still ain’t now, and so I’m basically wasting an aspect slot regardless of which aspects I go, to me at least.
It's weird how dash and heat rises are 2 separate aspects when they both used to be top tree abilities that focus on air combat. But I guess they used all their creative juices giving Hunters some team support for once so oh well.
You need to really build into the ability spam if you want to be able to use heat rises and throwing grenades which is completely possible. Getting kills with heat rises gives melee energy so you can use melee wellmaker to get wells which reduce all of your abilities cooldowns.
@@HDBlitzs Yeah, but then you need to land to pick up the wells that you generate and the more that you aren't in the air, the more you're running out your heat rises timer.
@@starmangalaxy2001 That's true but it's not like ability spam isn't going to have some sort of cost. It's just a certain playstyle that you can go for that's enabled with solar 3.0
@@HDBlitzs I mean ability spam warlock with void 3.0 is pretty free, ability spam stasis is also pretty free granted you have the osmiomancy gloves.
Glad to hear it sounds like you are gonna take a small break, like you said in the video, it's been 9 YEARS, and as someone who's been here since the old exotic bounty guides, you've 100% earned a break 10 times over. Hope you enjoy what the rest of the season has to offer beforehand, but make sure you enjoy your break!
As a former Well main in PvP, this is why solar 3.0 warlock is bumming me out. 1) we lost a lot, and the only thing we really gained was the new melee, which is a sidegrade to a melee we already had. 2) the ‘healer’ role was completely butchered. Healing grenades and the benevolence fragment are both universal for all classes. The only way that warlock does it better is with the aspect that mildly increases the amount of healing from the grenade. I would say it’s not worth running, but considering the other aspects are also both so thin, you may as well.
Fortunately (not specific to warlock), Kevin revealed that benevolence is supposed to work with the things it worked with previously, so at least there’s that. Unfortunately (specific to warlock), in that same thread, he declared that aspects will not be changed in a substantial way. It’s too much work. He’s hopeful that they can respond to feedback, but for those of us hoping icarus dash and heat rises would be combined and we could get something new…no such luck. It’s nice to be able to use icarus dash with Well (which was heavily nerfed), and the melee is amusing in PvE, but like…that’s it. You can blow up Atheon with the amped fusion grenades, I guess, but that whole aspect is fairly insignificant in normal gameplay.
I dont know how you can seriously take this as a nerf for welllock in pvp. Our grenade is now instant instead of charging it up, we have access to two ranged melees one of which is one of the best melees in the game for pvp. We also got insane air mobility with icarus dash and airborne effectiveness with heat rises which has only become even more relevant with the airborne accuracy nerf. So in exchange for part of our class becoming a global part of solar classes, we got parts of one of the best subclasses in the game, TTD.
@@sayarimamani3605 The person I replied to started with "as a former well main in pvp"
@@HDBlitzs yes, you don’t have to charge the grenade anymore. However, you no longer get the option to throw a damaging grenade or charge it for a heal. The heal itself is a heal over time, as opposed to an instant heal and overshield. If you were using firebolts like I was, the cooldown is also much longer now. As for the Well itself, it has been nerfed severely. You can no longer survive primary shots from tow or three players. Additionally, your ability to fight other supers (namely Ward of Dawn) has been neutered. Having access to celestial fire is great (I can think of zero situations where the snap is a better choice), but there was utility lost with the damage boost and proccing of benevolent dawn that came with the old melee. I will really miss getting that one-burst BXR kill.
I’m very happy to be able to use icarus dash again, but here is another problem. I would love to get the benefits of heat rises, but if I give up touch of flame, I give up the only edge warlock has at the healer role. Hunter and titan have the same access to healing grenade and ember of benevolence that warlock does, and the meager increase in potency is the only thing setting warlock apart. That is a glaring misstep in its own right.
Congratulations, and happy anniversary 🎉
Of all the changes, the one that I'm most sad about is having to trade my damage nade to use the healing one
3 months in and i've still not gotten over it...
Warlock got dragged through the mud and whoever thinks otherwise should take out their heat rises aspect and equip Phoenix dive for a while
I just wish warlocks still had benevolent dawn. Also not having heal and damage nades at the same time feels like a huge nerf. Tbh the combination of top and bottom tree feels great but middle tree parts feel a lot worse.
The spreading burn/explosion feel of bottom tree dawnblade is mostly gone. Getting ignite to proc takes too much effort and it doesn't cascade like burn + explosions used to. I actually never liked solar subclasses at all as warlock main until they revamped bottom tree and added Dawn Chorus. Solar 3.0 basically threw away that play style, IMO.
@@Farengast YEP, and ONTOP of that, they NERFED dawn chorus. It no longer increases daybreak projectile damage
I feel like Heat Rises and Icarus Dash probably could've been merged to make place for a 3rd more support focused aspect. It'd make it so you either run Heat Dash and improved nades to rain death from the sky or improved nades and support to be full healbot? Maybe something like "Healing rift and Phoenix dive now grant Restoration to nearby allies when cast and Restoration effects you apply last longer" making it so others don't have to be running Solar 3.0 themselfs to gain the improved Restoration?
Feels like they completely gutted solar for warlock for me....took any fun out of it. Feels like I'm forced to build into ONLY a top tree dawnblade style....
I mean solar warlock kind of needed a nerf. It was way too much of a crutch in endgame.
First time i did the sever mission all the ptsd and toxicity came right back.. almost broke my keyboard when I got to the obstacle course. Complete and total rage.
I’ve seen peoples “underwhelm-ment” of Solar 3.0. Especially on Twitter. Playing around with Thanos-Lock, Jump-Slam Titan and Ashe Hunter all feel amazing and super fun and silly compared to the Void changes. Maybe I’m the odd guy out but they both feel exciting and super powerful where I’m happy to swap between either subclass. Thanks for the thoughts Datto
I was one of them lol
The only Solar 3.0 I am disappointed with is Warlock. Titan and Hunter I am very happy with.
See I feel like the slam is fun, bur it's not practical in a lot of end game content. Especially not in pvp.....
Mainly because it's wayyyyy too slow
Top tree feels ok. What about that other one?
I can totally understand the burnout and fatigue Datto, take breaks if you need to!
Its not just that bottom tree Dawnblade is just flat out gone, but all of our existing builds that we expected to see used more efficiently were killed with it. Sure the melee builds have been popping off with Winter's Guile, Claws of Ahamkara, and Felwinter's Helm but in terms of Grenade and super stuff its all dead in the water save for sunbracers and starfire protocol. Our options were extremely limited.
It used to be in the past if you used Dawn Chorus you could firework an entire room from the burn and explosions chaining, you could even take it a step higher and use a warmind cell build with burning cells to keep spreading the burn and explosions since they actively synergized with each other. Now Dawn Chorus only increases scorch damage and makes Daybreak scorch enemies along with the melee regen from scorch, its past effectiveness is completely gone which made it work with bottom tree's chain explosions and its synergy with burning cells was killed since a majority of the older burn effects in the game didn't transition to scorch damage. On that matter the only 2 solar exotic weapons that actually had the scorch update were Skyburners and Prometheus. Sunshot and Ticcu's don't count as ignitions, Polaris Lance doesn't count as scorch, and hell even Prospector does the old burn damage instead of converting to scorch.
The fact that all of these negative changes and anti-synergy were kept hidden from the playerbase led to a massive delay in player feedback on this matter. If we had known a few months back that this much was being lost and the basic functionality of top tree dawnblade was going to be 2/3's of our build options Bungie would've caught hell and would've worked faster to make changes that we're now going to have to wait likely 3-9 months to see made because of the developer work cycle.
I agree big time. It really feels like a huge kick in the dick that they've spent the last year after beyond light harboring good will with the community to just throw it in the dumpster like that. Who knows how long it will be before I trust them again. I knew from the moment that they said "things should be kept a mystery" or whatever that something was up. Especially since they didn't even give us the bare minimum. Now that we know why it's destroyed a lot of community trust. On top of that the season fell flat the first day. Levi social space is whack after 2 hours without something else to actually do, there aren't many people there to actually do the activity often times, the mission is cool but mostly a one off, and 3.0 is devastating to healing warlocks when bungie said warlocks were the healers. Keep in mind they've been a multi-billion dollar company for years and this is still the best they can do after all this time...smh
Warlocks / Titans: OMG this is terrible, everything is falling appart! Hunters: Yay, this is amazing, I am having so much fun!
As a Titan main I don't have many grievances with Solar 3.0, I mainly just like that I can use Roaring Flames with sunspots.
My thoughts on solar 3.0:
Titan: U can use roaring flames and sunspots now together but in a way weaker form. (Also u can’t use the cool shit with the meele exotics and hammer anymore) which is kinda cool but I think the sunspot nerf made solar not worth using in my opinion. Also solar was the least used titan subclass in pve and those changes probably made it worse. The old bottom tree was actually quite potent in pve, atleast for controlling ads, and buffing teammates. I think solar 3.0 is not an improvement at all here.
Warlock:
Warlocks now have the ability to combine well with the old top tree. And they got an aspect bugging the potency of the grenades. That’s literally all positive I can say about the warlock. Warlock in pve is literally missing an aspect, because neither Icarus dash or heat rises are useful there. The choice between using a healing or dmg grenade is a hard nerf. Also nearly the whole identity of bottom tree just being removed is a bit sad. Phoenix dive is technically still there, but due to the rift being more powerful in my opinion, it shouldn’t have been a rift Alternative, it should have been built in on an other aspect.
Hunter:
I can’t say much negative about the hunter, that’s how they should have reworked every class. An improvement everywhere
Can’t speak to hunter and warlock, but as a titan, at first I agreed with you, but after testing out my insane levels of survivability (largely due to the resilience change, which I don’t know if that counts as part of solar 3), it’s fair to say titan is way more potent in endgame than it was before. I still am disappointed tho since we are now a less flashy version of our previous selves, and the only new thing we got, consecration, kinda sucks and is just a mashup of the behemoth slide melee and the striker groundpound. It is a low effort rework with a ‘being OP’ band aid.
@@forg4308 This. They're certainly viable but ehhhhhh.
Also imagine if they nerf the resilience change lol.
Spot on with the warlock. I'm extremely disappointed with the aspects
I enjoyed Tommy's matchbook way more than my friends think reasonable, the solar exotics spawn wells lets me have well of life up easily enough, and with loreley splendor I get to set absolutely everything, including myself, on fire. I just wish that the gun that overheats the rounds and the user itself would interact in someway with the solar verbs but that would just be gravy at this point.
You have my thoughts exactly
After 3 days with Solar 3.0, and trying numerous early builds I've seen online, my biggest issue is... I'm not just having fun with it. It is still viable? Sure. Are the nerfs warranted? Maybe, could really use some clarification on some. Are there cool new things? Totally. But the trade offs aren't enough for me to be having fun with it. Bottom tree Dawnblade's "burn everything" mantra was super fun, and things ALWAYS exploded regardless of how much burn I put on them. Middle tree Sunbreaker was hilariously fun with the one-hit hammer build, even though it was super hard to set up and achieve because of how much you build into that play style. So far, neither Warlock or Titan 3.0 are fun for me. They have basically just boiled down to 'spam melee while braindead' 90% of the time. PLEASE Bungie, don't gut Arc like you have done solar. Thundercrash is the most fun thing in this game, and I'd be heartbroken if it felt like Solar 3.0 feels.
It's been said that Thundercrash is pretty much all us Strikers have going for us, and even then, only with Falling Star.
They would have to be bending over backwards in order to somehow make Arc Titans worse than they already are.
That's my problem with Warlock the only skill based loop remaining is Heat Rises. There's no Benevolent Dawn and although it needed a little work because it required Dawn Chorus to work there's no Bottom Tree loop either.
congrats on the 9 years datto. you deserve a break and yeah this is the time to do it.
For me solar 3.0 is really underwhelming
idk man being able to roleplay Roy Mustang on warlock now is pretty cool
My biggest problem with solar 3.0 is the lack of customization. The aspects are spread so thin there is practically nothing going on. Even the best of solar 3.0, the hunter, only really has a single aspect. The super upgrade should have been a direct buff to the supers to let them not be hot garbage and the holster should have been either spread to fragments or just ditched all together with how weak it is. That leaves the most successful rework only having a single aspect. Most of the fragments are meh too. Its not as fleshed out as void 3.0 is. If this is what they are going, arc is going to get screwed hardcore.
hard agree idk why they made the shell a damn aspect
They're not aspects because.... because I say so!
I was happy when I heard leviathan was coming back. So many good memories I had in there
Solar Warlock mid. Don't like how Risen Umbral Energy is only obtainable from seasonal activities. Great story so far and love the amount of "new weapons". Starting to really hate how expensive scav mods are, and that every single decent artifact mod is class item only that cost 5 or more.
I think I got one from a Crucible match this morning.
5:00 just got the catalyst yesterday, getting unrepentant kills actually does trigger tunnel vision. Very nice 👍
I think the biggest problem is lack of "volatile rounds" equivalent on solar. Give us burning rounds? Scorch rounds? Whatever you wanna call it, give us a reason to run solar weapons with solar subclass. I fully expected a solar equivalent artifact mod of volatile flow to push me to use solar weapons, but no
The reissued Calus weapons have a perk that seems to basically be that. I forget the name, but it seems to be pretty useful.
@@durandol incandescent, got it on the mini tool and it's better than funnelweb compararively was with volatile rounds
But that's a perk on only the new weapons that you have to rely on a roll to use. Volatile flow was a very cheap artifact mod that applied to every void weapon in the game and was super easy to proc
@@GoDLiKe211 But this doesn't disappear at the end of the season.
As a hunter i love the new 3.0 solar changes and crafting different builds, i think that one reason why the new solar seems so weak is because the leviathan is above level and were not one shotting everything. Blade barrage is cool and excited to try out the seasonal mods
100% agree about warlocks they are empty. They lost: overshield in well, the passive that when you heal your abilities come back faster, rifts having the same cooldown as dive and being in the same slot, no more utility of charging grenade to turn it into healing, anti synergy with the snap and heat rises. They gained; the ability to use well, Icarus, and heat rises in PvP. That is great but there is not much there for high end PvE for warlock on solar. Wellock will always be viable but you’re just an ult bot with no power fantasy right now.
Edit: warlocks also lost; scorched enemies explode on death and spread to other enemies, and while heat rises is active you cannot skate (this one is really frustrating).
This. There's plenty of fun low end builds to use in PVE like Sunbracers or infinite snap, but seemingly nothing that's going to stand out in end game content. There was a decent amount to the prior middle tree gameplay loop in GMs with charged healing nades, well overshield, benevolence etc. All it really feels like you can actively do rn is pop a super. Playing aerial in end game content is kind of a death wish.
Worst thing is even massively Buffed the Warlock is going to be super boring, The only fun loop left; Heat Rises, is kind of a gimmick in PvE; you need a constant supply of redbars to keep it up and it doesn't gel well with the new melee ability because it has a surprisingly pathetic range also only augmented action you can perform is an augmented Phoenix Dive which y'know brings you to the ground.
Bungie have ruled out any significant change to Aspects so All they can do is make the grenade enhancement Aspect do more damage or give more uptime, reduce the cooldown on Phoenix dive which they can't do too much as it's open to everyone in PvP and was clearly super fucking annoying in playtesting and i dunno make Phoenix Dive give more velocity impulse force by a 1.05 scalar.
Good information, nice firstly impressions. Gonna wait for meme son Jez for the pvp impressions. Thanks professor Datto
I think a simple interaction they could have that would make Warlock feel a lot better would be to add an effect to Heat Rises that when it's active Phoenix Dive also gains boosted recharge rate.
That would be so cool. I hope the final aspects coming in a later season guev warlocks more tk work with. It seems like they are locked into their aspects for PvE
That…may actually be perfect? Tbf it would have to be pretty substantial in my opinion, but I’d be fine with that. PLUS LET US SPAM IT IN OUR SUPER LIKE WE USED TO GODAMNIT. Not to mention, they NEED to find a way to have healing in the kit. Hell call the Icarus dash aspect “combat medic” for all I care and just add the functionality of making all healing effects more potent and have some sort of benevolent dawn in there. Then have touch of flame grant enemies that are killed while scorched, ignite, so it can pair with ember of char. And keep the rest of its functionality. That way you can have a bit from every play style and players can choose what to go with.
That’s exactly what I thought would happen. Literally is useless unless you’re around people without heat rises on.
If heat rises and Icarus dash was 1 aspect and phoenix dive with benevolent dawn as a different aspect warlock would be a lot better.
@@JRSping YEP
Looking forward to your solar 3.0 full review later. Please consider making build videos post 3.0 system in the future if that is something you're willing to invest in. Will definitely tune in for that if its a thing!
Perfectly stated. I agree with you 100%… unfortunately. I don’t get how they think Ignite is supposed to work. I also wonder
Why they chose Trace rifles to get so much love in the artifact.
They chose Trace Rifles because it’s the only special weapon not to get a season to “shine.” Unfortunately, they can’t all be unstoppable GL levels of powerful
It is amazing how much the story telling has gotten better.
My wish list for solar 3.0 warlock:
-Icarus and heat rises are combined again
-we get an actually new aspect rather than a concept from void 3.0 with grenades doing slightly different things
-phoenix dive gets some love because it isn't doing too well
-provide a way for warlocks to feel like the healing kings that Bungie claims us to be by adjusting healing nades for warlocks exclusively
The only reason I'm not happy with it currently is that it forces players towards what feels like just 1 viable build that not everyone likes (self-included) and it isn't even going to be that good for the endgame.
That warlock just spamming nades looks like a lot of fun
As a titan, I find the survivability stuff they added to be great, but I feel like offensively the subclass that was already mediocre at best was made way worse. I wouldn’t have too much of a problem with this if I could be confident Bungie won’t nerf resilience/healing after seeing how good it is now, but I can’t say I am. Also in the dev insight video they said, and I quote, “For the titans they are burn the world-they are big damage” when describing their visions for each class. While I feel the “burn the world” part, the big damage is the exact opposite of what I’m feeling. Even with roaring flames I don’t even feel AVERAGE damage. On the pvp side, over the past 6 months sunbreaker has gone from being my favorite subclass by far to my least favorite. The new aspect is absolute garbage in pvp (and I get that not everything has to be good in both pvp and pve) and can’t hit anything that is literally two feet above ground. I would consider myself at least slightly above average in pvp for reference, and out of somewhere between 8-10 games I’ve gotten 2 kills with the ability, both of them being trades.
That part about feeling the opposite of what the devs said in the insight video, I agree whole heartedly. For titans and for warlocks it’s feels wrong. Like they called warlocks “pyromancers who spread fire everywhere and archangels who are the best healers” but none of that actually made it into the game. The only “angel” thing warlocks have is that we are floaty.
The "if you want something, you gotta build into it" thing is why i never really had an issue with Renewal Grasps.
Its just nice to see hunters ACTUALLY not be shafted in pve for once. Hunters are finally becoming viable again since void 3.0 and im here for it
Love your vids Datto! Hope you've been well :)
I'm genuinely worried about the dungeon, it might have slipped everyone's minds but this is the first *paid* dungeon we're getting.
With the key to the 2 dungeons being priced at a whopping $20, $10 per dungeon the dungeon can't just be "on par" with the previous standard, it genuinely needs to be worth $10. I hope the community judges it based on its price, and not "eh it's on par with old dungeons ig".
Yeah same, especially considering they didn’t show that you would need to pay for it much. Me and my friends all bought normal and had no clue we wouldn’t get the dungeon without deluxe. Maybe we’re stupid but I think they could have had announced it better
Back in the day they used to include dungeons with the standard expansions not just deluxe. They gained so much popularity that they started charging for them independently now. I've always said that's a slippery slope because if you charge 10 or 20 bucks for a dungeon it better be really good.
Was worth it imo
@@JDxxxxxx yeah my only problem are the glitches that happen a lot but it was probably my favorite dungeon. Sadly I don’t think any of the glitches will be fixed since they have existed since destiny 1. Talking specifically about when the hit you and it sends you flying way to hard
@@ikon8275 back in the day dungeons weren’t a thing
As a hunter, I'm pretty happy.
Also, overload Aeger's w/catalyst is about to SMOKE champions... been waiting a while for this combo.
As a healer warlock main, I kind of like the new healing grenade. You lose the ability to use your grenade for damage, but you gain the ability to get heals out there MUCH faster and they track too. Great for pvp.
I'm just a little confused what's restoration for the healing nade because the healing is instant
The issue is that before you could have 2 heal nades if you ran fusions with Starfire or low cooldown heal nades with arc bolts. Now it has its own cooldown and can't take advantage of any exotics anymore
Except you can’t throw them more often because with benevolent dawn you got your regular grenade back in seconds
@@Ffom177 the healing is only a little bump to a deal, not a full health bar. Probably 25% if I had to guess. I believe there's a fragment to make it more though.
@@ImmortalReaver I've had the nade restore me to full with that fragment anyway
When they re-enable it, Ember of Benevolence with Sol Invictus while equipping Hallowfire Heart. Keep that in mind.
Why is Icarus Dash seperate from the Heat Rises aspect? If you are playing PvE you are essentially forced to pick an aerial aspect, even if you don't want or care about that stuff.
Why couldn't Warlocks have gotten, for example, a Healer focused aspect? Maybe bring back healing grenades that way, give em an overshield on Well or something.
I think Bungie wants overshield to be something only void can provide
I just made a comment on your last video talking about youtubers not talking about 3.0 and giving honest opinions.. soon as I refreshed your channel “ BAM “ a video is out
I'm more excited about the new and returning weapons than anything else. Seasonal activity and solar 3.0 are average for me. Warlocks feel meh outside of sunbracers and titans and hunters are above average. Warlocks need a 4th aspect to offer more build variety and end game viability. Can't really go flying around with sunbracers in GMs.
That's exactly what I've been saying like how tf am I sposed to float around in a GM with sunbracers and not get instakilled. I tried this exact setup and couldn't even hardly survive in a legend nightfall. So disappointed
Titans dont feel good as a Titan main :(
They nuked sunspots (worse damage AND we can no longer heal on abikity kill), then baby hammer and roaring flames got snipped, nuked burn damage (incen nades cant kill anymore), nuked hammer strike, now all we basically just have is a Melee AoE that feels really sluggish.
Pretty much all the defining parts of each tree were either cut in half or simply removed. I really hope they address it, because the subclass just feels worse than it ever has.
@@lastwymsi that is a bummer...I truly feel you my friend😔 What really is a bummer too is, other then well of radiance, the solar class for warlock was not at all meta in pve. I was hoping that would change here but it doesn't feel much better
I've been playing Solar Warlock since it got buffed, and was playing mainly top-tree solar (in pve, for the movement and celestial fire) up until the void rework. Here's how I'm feeling about it:
-Combine Heat Rises and Icarus dash into a single aspect. The grenade consumption part is gone, so you can dash, and THAT gives a shorter-lived version of the heat rises buff, and you no longer get a second aerial dodge while it's active.
-Touch of Flame stays the same.
-New aspect: Warmth of Benevolence. It has the same, albeit toned down version of old mid-tree solar's Benevolent Dawn node: healing and empowering allies grants ability energy. Additionally, your grenade can be consumed for a weaker version of healing grenade, giving users of this aspect a bit of both worlds, grenade damage and healing. It does not grant restoration, but does fully restore health and shields on ally (and self) hit.
As a titan, after some reflection beyond my initial disappointment, I realized that solar titan is definitely more viable now than it was, especially for endgame, but I’m still disappointed since it feels like our 3.0 was profoundly low effort. Hunters, and warlocks to a lesser degree despite the nerfs, seem new and fresh, with the power to execute never-seen-before power fantasies. For titans, we have a more banal albeit more practical version of what we already had with a new melee which is just some reused assets from behemoth and striker.
Yeah after getting past the disappointment I can see the viability but it certainly feels more boring to what my Hunter and Warlock got imo. I dunno maybe I'll find a way to make a build that fulfills what I want but ehhhhh. Also, why does Burning Maul basically feel untouched? I expected at least some tweaks ya know.
As a warlock main I'd have to disagree there. Atm it feels like our only build is to fly around in the air peppering things from above. But in endgame content I don't want to be out of cover for long, that's how you die. Sure it works in early game when most enemies die to one melee charge but I took the same build into a solo legend nightfall today with the same build and it felt like my melee was just tickling the enemies and that I was made of tissue paper. The one build warlocks have rn for solar is almost not viable in endgame/on level content. If those is what it's like to he on level there is no way I'm taking this into challenging or gm content. It's really a shame because I was looking forward to the opposite.
I am actually curious what you find to be the new power fantasy on warlock. The grenades certainly *look* fancy, but we had that aspect for void as well. Warlock essentially had top tree split into 2 aspects, had an existing void aspect copy-pasted into a solar one, and had the other two trees either deleted or repurposed into fragments. And in exchange we got a neat new melee (so did everyone else I believe? Not sure how to qualify the bomb toss), and Phoenix Dive put on the class ability CD, with a little AoE heal on it.
Honestly, we got some cool new visuals and that's about it. The melee is basically the same short-ranged semi-aoe that stasis and void have, just instead of providing CC or a knockback and debuff, this one comes in Solar's flavor of a bit more damage and burning.
Trust me whatever titans have, its way better than what warlocks have
@@Avoncarstien titans did not get a new melee as a base, its one of their aspects
One of the most common warlock complaints is heat rises and icarus dash being separate. In case anyone hasn't seen the sandbox lead said on twitter that they will NOT be merged period. Warlocks will not get a heal focused aspect. Only buffs and changes to existing aspects will take place. At this point it still makes zero sense why icarus dash and heat rises are separate but whatever Bungie has stood their ground and said they will continue to be.
On the plus side, he later corrected himself by specifically mentioning that he only is meaning this season. So there’s very little hope but atleast there’s something I guess😑
I don't mind this. They've said they want people to have to "build in" to things instead of just clicking the subclass tree and being done. At least top tree mains can actually build into their old play style. The other two trees just got kneecapped and "building in" to that playstyle still leaves you with a much worse version of what you had before.
@@Farengast Idk it’s just something I came in expecting from void. It makes sense for them to be merged especially since part of Icarus dashes aspect requires heat rises
Personally, I'm thrilled that healing grenade is separate, it makes it waaaay more viable in pvp when you don't need to charge it! And I'd argue that's a big bonus in endgame PvE too, like GMs.
Crows developmental arc is the best thing going right now. Second only to Caiatl, and then Saladin (whom i am eagerly awaiting to hear how he's doing with the Cabal). The hate we had for Uldren, turned on it's head because he is now a Guardian, and then learns his past and who he was and what he did... that turmoil of a character came to a head this season... *chef's kiss*. I truly appreciate the writing right now, and it is 90% of what keeps me coming back day in and day out.
i don’t like these 3.0 subclasses because they only have 3 aspects. i’m hoping with season 19, without a subclass to update, they add 1 new aspect to each subclass for each character. that would be the same amount of new aspects as if they revamped a subclass… stasis has 4… the options just feel limited- instead of choosing the ones you like, it’s choosing the singular one you dislike.
I feel like something is missing from 3.0 solar that exist in the solar 2.0
Leviathan public space event is much more enjoyable than other 3-6 man activities like Dares and Wellspring, to me. Cool to see weapons like Beloved come back, i wasnt playing back when they originally came out, so cool to experience them.
Glad to see that youre gonna take some time to take care of yourself and avoid the burn out.
I just wanted to say as a warlock, yea the new snap is great and using abilities together I couldn’t before is great but “gutted” is the perfect word here, 3.0 is supposed to be all about versatility, yet warlocks have very little other than “oh you can icarus dash”, nevertheless, the new warlock boots pair great with vex and a classic top tree dawn setup.
Not a fan of a lot of the Warlock changes, but the new melee is really fun and the new "Rain of Fire" exotic legs are amazing. being able to reload every single gun every five seconds just with dash, and ALWAYS being radiant when using fusions/linear fusions is so good
The fact that the dungeon is separate really rubs me the wrong way. I got the deluxe edition so it doesn't really effect me, but 20$ is still a big ask just for dungeons. It definitely feels like its something that should come with the season, even if it means the season has to cost a bit more
Imo the game is getting a bit too expensive. I guess an argument can be made a lot or all is optional but ehhhh.
@@nycto5335 I agree. I'm usually pretty sympathetic to game devs, since yk you gotta keep the lights on. But I do think it's getting out of hand, especially with all the new Sony money coming in.
I guess overall its really not that much money, a lot of people will spend that much on a single meal, but I'm not a fan.
I know we have a dungeon coming tomorrow but I really hope there's more New exciting stuff to come with this season because the way bungie devs we're like on Twitter proclaiming it's going to be one of the best seasons to date and they're blown away with whats to come etc...I've learnt over the years not to get my hope's up with destiny as a whole, but I'm always a sucker for believing the hype.
For me, a Warlock main, the Solar 3.0 as a Hunter is AMAZING. I absolutely love throwing that dinamite pack into a group of enemies and timing my shot to explode everthing. The Warlock Solar 3.0 experience, however, is absolutely horrible. Being pushed into using at least one (most of the time two) aerial combat based aspects is just so limiting, I hate this aerial combat playstyle in PvE. You put yourself in constant danger in harder content for little to no benefit at all, and there's not much way around it in Solar 3.0.
I've basically permanently got Hammer of Sol Sunspots as a neutral game with Solar 3.0 with how I've got Aspects and Fragments set up and it is beautiful.
All these warlocks thinking that well wasn't and still isn't a game breaking super. It needed to be nerfed. So much crying over not being able to put on one exotic and pressing the super button to win in endgame pve.
Honest and balanced. Why this is the only place I came to get good feedback and news.