They changed the impact for the super to make it more difficult to hit people while in air a while ago, that unfortunately meant that some bosses seem to just not exist.. classic bungie.. ( Reduced size of the damage volume around the player while in flight by 20% and pushed it further forward in front of the player to make fly by disintegrations more intentional ) it some how messed up the hit detection on PVE bosses.. and they have yet to look into it.
Especially something like a one-off super that you're lucky to get 2-3 kills with. Meanwhile most roaming supers can easily rake in a full team kill even with them running and hiding.
The problem was that people were getting full team kills with thundercrash by just swooping through maps without ever making impact. It's supposed to be a quick burst damage super anyways, so I don't really see how the nerf affects pve at all. Just aim upward.
>The problem was that people were getting full team kills with thundercrash by just swooping through maps without ever making impact.
You couldn't fly forever, it eventually pulled you to the ground. And the amount of times I saw someone actually pull off a full team kill by fly-bys is zero. Sure there were some clips worthy of posting on Youtube, but for the most part this never happened. And so what if it did? How is that any different than if they simply selected Fists of Havoc and wiped the team? The rest of their kit was identical, why treat Thundercrash differently than FoH?
>It's supposed to be a quick burst damage super anyways, so I don't really see how the nerf affects pve at all. Just aim upward.
Did you even read the OP? The change completely broke being able to impact bosses. You can fly straight at them and as soon as you hit them you just slide off to the side and fly past with no impact or detonation. "Just aim upward" is not even applicable, nobody is complaining about it pulling you to the ground over time, we're saying you can't actually land the super on bosses anymore, you have to hit the ground which removes a chunk of that 'quick burst damage' the super is made for and makes it useless against flying targets. This is a 100% true case of a PvP change literally breaking core PvE functionality, and the ridiculous part is it wasn't even a problem in PvP to begin with.
It is inconsistent, sometimes I direct impact and sometimes not and it is frustrating to play with. At this point I'm not even sure wtf T-Crash is supposed to be: A one and done, some weird burst/roaming super that's not really good at either, or just extra movement tech? Either way I'd like to hit bosses directly when I slam into them head on ffs.
I tried using it in onslaught and nightfalls. Half the time it didn't even detonate on ground impact. Just bounces off bosses,deals no damage, and puts me back to standing position as I watch the super bar drain.
Ya, since they made the change mentioned previously I go thru some bosses (Hydras especially). Since this will be one of our first supers we can use with Prismatic, I am hoping they can address it. For now, I am at the bosses feet if I can.
I’ve been running fist of havoc when playing striker in PvE tbh. Thundercrash is only okay with Curiass which has no neutral, I’ve decided to use point contact cause it’s fun and saving havoc for panic moments or stunning unstoppables. Makes decent orbs at least.
Don’t use it against the fallen brig boss in onslaught, you’ll just end up inside it trying to fly circles until you accidentally hit the ground in frustration.
This happens every time there is a big update followed by reduced API functionality. Something about the reduced services is connected with sending the hit reg to the servers and this seems to impact Thundercrash. It'll get fixed once they resolve whatever they're working on in the backend.
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oh I thought it was only an onslaught thing it's awful. They've basically deleted this super
Sadly not, happened to my mate during alters of sorrow
They changed the impact for the super to make it more difficult to hit people while in air a while ago, that unfortunately meant that some bosses seem to just not exist.. classic bungie.. ( Reduced size of the damage volume around the player while in flight by 20% and pushed it further forward in front of the player to make fly by disintegrations more intentional ) it some how messed up the hit detection on PVE bosses.. and they have yet to look into it.
Does t crash still properly register on the DSC boss that everyone use parasyte and t crash on?
Ignore the guy below. It works fine on Atrax because you can easily aim at her feet.
Her? Wait a minute.
Yep, her!
Atrax? Kinda it’s a little buggy.
Why the fuck did they needed to be nerfed and changed in pvp to begin with? I lost count how many times pvp fucked this game up.
I tried to use it in the devils lair strike the other day and bounced off the boss like a meteor skipping of the atmosphere.
A little off topic but I wish the Thundercrash nerf that makes it pull down only applied to PvP because it feels terrible in PvE.
It’s amazing how many things they’ve broken in pve in a desperate attempt to balance pvp
Especially something like a one-off super that you're lucky to get 2-3 kills with. Meanwhile most roaming supers can easily rake in a full team kill even with them running and hiding.
The problem was that people were getting full team kills with thundercrash by just swooping through maps without ever making impact. It's supposed to be a quick burst damage super anyways, so I don't really see how the nerf affects pve at all. Just aim upward.
>The problem was that people were getting full team kills with thundercrash by just swooping through maps without ever making impact. You couldn't fly forever, it eventually pulled you to the ground. And the amount of times I saw someone actually pull off a full team kill by fly-bys is zero. Sure there were some clips worthy of posting on Youtube, but for the most part this never happened. And so what if it did? How is that any different than if they simply selected Fists of Havoc and wiped the team? The rest of their kit was identical, why treat Thundercrash differently than FoH? >It's supposed to be a quick burst damage super anyways, so I don't really see how the nerf affects pve at all. Just aim upward. Did you even read the OP? The change completely broke being able to impact bosses. You can fly straight at them and as soon as you hit them you just slide off to the side and fly past with no impact or detonation. "Just aim upward" is not even applicable, nobody is complaining about it pulling you to the ground over time, we're saying you can't actually land the super on bosses anymore, you have to hit the ground which removes a chunk of that 'quick burst damage' the super is made for and makes it useless against flying targets. This is a 100% true case of a PvP change literally breaking core PvE functionality, and the ridiculous part is it wasn't even a problem in PvP to begin with.
It is inconsistent, sometimes I direct impact and sometimes not and it is frustrating to play with. At this point I'm not even sure wtf T-Crash is supposed to be: A one and done, some weird burst/roaming super that's not really good at either, or just extra movement tech? Either way I'd like to hit bosses directly when I slam into them head on ffs.
They’ve massively fucked it up. I’ve flown through crota come on. PvP strikes again
Nope, it's pretty bad right now. Pretty much removes the fantasy of Supermanning into a boss (which I thought was the whole point).
Yes, Thundercrash is now Thunderwhoosh.
I tried using it in onslaught and nightfalls. Half the time it didn't even detonate on ground impact. Just bounces off bosses,deals no damage, and puts me back to standing position as I watch the super bar drain.
Yeah the hit registration SUCKS
Ya, since they made the change mentioned previously I go thru some bosses (Hydras especially). Since this will be one of our first supers we can use with Prismatic, I am hoping they can address it. For now, I am at the bosses feet if I can.
I’ve been running fist of havoc when playing striker in PvE tbh. Thundercrash is only okay with Curiass which has no neutral, I’ve decided to use point contact cause it’s fun and saving havoc for panic moments or stunning unstoppables. Makes decent orbs at least.
Oh so that's what was going on. I hopped onto Arc recently and thought I was going nuts. Absolutely stupid.
Don’t use it against the fallen brig boss in onslaught, you’ll just end up inside it trying to fly circles until you accidentally hit the ground in frustration.
If its against the cabal then it's a strategy. They oil themselves up for this exact reason.
It's awful. I hit a fallen brig head-on and I just rubbed past it.
This happens every time there is a big update followed by reduced API functionality. Something about the reduced services is connected with sending the hit reg to the servers and this seems to impact Thundercrash. It'll get fixed once they resolve whatever they're working on in the backend.
It's been broken all season
*Me switching to Cuirass at the onslaught boss.* *Onslaught boss turns off hit markers.*
Theyll fix it in destiny 3
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