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Do not nerf Shadebinder. Instead, buff the other guys.

Alright, so first things first. Yes, Shadebinder is kinda awesome. The entire Warlock Stasis subclass is well designed with a lot of synergy between the different abilities, especially when adding Aspects and Fragments. And yes, at first glance, Shadebinder may appear overpowered in comparison with the Revenant (Hunter) and the Behemoth (Titan), particularly in PVP. Heck, two of my favorite content creators, Apathettic and Fallout, put out videos on this today that pretty much anticipate, if not call for, a nerf (links below).
However, we all know, all too well, how this goes.
Bungie puts some creative thinking into a new Warlock subclass, Warlocks are ecstatic because they finally get the attention they’ve been craving (and deserve), they then go wreak havoc in the crucible, everyone complains, Bungie issues an “oops, we didn’t mean for that to happen” TWAB statement, and [insert onomatopoeia for a butchers axe chopping...something], the newborn Warlock subclass is nerfed to oblivion. Then we get another Bungie oopsy that doesn’t do much, and Warlocks retreat to their ivory towers and/or basement labs. They do occasionally come out and hang in Top Dawn, but that has lost its shine for many.
That was the story of the momentarily-awesome MidVoidLock. And that was my main concern when I wrote my other post about bracing for a top tree Dawnblade nerf. I’m still worried about that and I think a Celestial Fire and/or Icarus Dash nerf may be incoming.
My point here is this...
Bungie has given Warlocks a new very good subclass in Shadebinder. That subclass is making it difficult for other subclasses to compete with Warlocks. Or in other words, that subclass is forcing other subclasses to take Warlocks seriously in PVP and start strategizing about how to engage them differently.
Side note: perhaps the one constant complaint Warlocks have made throughout D2 was melee speed (there are many complaints but this one particularly stands out. My other favorite is rift animation, not the speed but rather the fact the Warlocks remain locked in the animation after the rift has already been cast, but that’s already been discussed in other posts). Bungie’s constant reluctance to unify Warlock melee speed with other subclasses (regardless of the reasoning) means that ranged melees are a must for Warlocks if they are to compete against Hunters and Titans. Shadebinder’s Penumbral Blast melee is only the third addition to Warlock ranged melees together with Celestial Fire (Top Dawn) and Ball Lightning (Mid Storm) (Note: Handheld Super Nova is not a melee but a grenade).
Back to my point. History loves repeating itself, and if we let it, I’m afraid Shadebinder’s fate will soon be similar to that of MidVoidLock. So, how about we change things up and do something different this time around? Instead of going down the nerf path and destroying Shadebinder, and we know that Bungie’s nerfing hand is anything but steady, how about leaving Shadebinder where it is right now and give Stasis a chance to fully reveal itself across all subclasses. If things stay as they are after say a month or two, then instead of a nerf, turn the attention to the other guys and maybe give them better toys of their own.
For the love of space magic, power fantasy, and everything in between, leave Shadebinder alone...PLEASE!
Just a thought.
Apathettic’s video: https://youtu.be/d3p4F3zLcDY Fallout’s video: https://youtu.be/45ls4Z2qeaY
submitted by IIkmaxII to warlocksriseup

New Attributes

When I was doing a bit of work on card sets today, I was really frustrated by the attributes, namely how it would be nice if we had the rest of the classic attributes.
So as of today, we are missing three of the eight attributes from Arena, Daggerfall, Morrowind and Oblivion. They are Speed, Luck, and Personality. I'd like to see them introduced into the game (ideally, primarily with more cards, but it'd probably make sense for a few to change decks).
Speed- Extremely quick buildup of field presence, but weak creatures overall. Ideally built towards not giving the opponent any breathing room to buildup, but once an enemy gets a field presence of their own, it'll be hard to recover with speed cards.
Personality - Boosting friendly cards and hurting the opponents cards.
Luck - Luck cards should REALLY live up to their names. Lots of prophecy cards and cards for odd scenarios, but make your opponent go crazy when you somehow pull off some lucky move.
submitted by pigeoncount to elderscrollslegends

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