Destiny 2’s Season of the Haunted is here, and with it, Solar 3.0. I’ve gotten to play around with all three classes so far, and agree with the general consensus that void 3.0 is probably stronger with its chain explosions and overshields, but solar can be a lot of fun.
But it’s more fun for one class than the other two.
Unlike last season, where early void 3.0 impressions said Hunters had gotten the worse end of the deal compared to Titans and Warlocks, now it’s flipped. Solar 3.0 Hunters feel amazing, while Warlocks and Titans feel like they’ve almost been nerfed a bit.
I do think it’s early, as two days without all the fragments unlocked is a little quick to judge, but here’s what’s up right now:
hunters: They feel fantastic. A new dodge instantly boosts you and your allies’ weapon damage with radiance. A new aspect dramatically boosts super power and makes Blade Barrage useful again. Gunpowder gamble is a literal blast, a super bomb that works like a giant version of the tripmine and perfectly synergizes with the Young Ahamkara’s Spine build I was already using. They really got the gunslinger fantasy down with this kit, and I’m not sure I’ve ever had more fun on Hunter.
titans: They’re now in a weird place after these changes. I personally don’t love any slide/charged melee move, so that new aspect does nothing for me, as cool as it looks. The main problem is how many nerfs sunspots have taken with less uptime, less ability recharge, less damage boosted, less everything really, and mainly because of PvP. Also, Roaring Flames both got its damage nerfed and does not appear to be working with Burning Maul at all, which seems bugged, and is doing less damage than a normal melee somehow. At least so far, I don’t really see the “big damage and explosions” philosophy coming through here in many ways.
warlocks: Warlocks have one immediately amazing build that is spamming newly buffed lava-spewing solar grenades with Sunbracers. But outside of that, it’s definitely very weird that two of Warlocks’ three aspects are based around aerial movement, which seems way too PvP focused and not nearly useful enough in PvE. They don’t have a single aspect that has to do with healing, which is very weird, nor burning, which again, does not really fit with the healer/pyromancer idea proposed by the designers. On the plus side, their snap melee attack is extremely cool. But it seems like they lost a few key parts of their kit (Well of Radiance took a pretty steep nerf) and leaned way too into aerial stuff, including making Phoenix Dive a class ability replacement. A lot of weird choices here.
Other Issues: There are some generalized issues about Solar 3.0 that don’t seem ideal, like the fact that solar exotics like Polaris Lance or Sunshot do not trigger any of the scorched or ignite effects, despite their fire and explosions. Only a small handful of exotics have been allowed this capability like Skyburner’s and Prometheus Lens and Jotunn’s new catalyst. There’s also nothing like Volatile Rounds that’s a boost to all solar weapons (there is a new solar perk on a few guns that spreads Scorch around though).
Again, I think it’s still early, but these are some of the early impressions based on the kits I’ve tried, compared to their older counterparts. Certainly many improvements, but Hunters definitely feel like a clear standout compared to the others.