So...your problem is that a tank class, specced for being a tank, in its super, can survive exactly one heavy hit? Qq moar.
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And since when are tanks the fastest class?
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Lol, way to bail on that. Well, since you've suddenly abandoned the argument you were making, I'll clarify this one too: they aren't, nor is anyone saying that they should be. I was just pointing out that there are a host of differences between the supers outside of number of shots.
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I replied 2 I think my foes reply is a reasonable statement
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The yes the gg only has damage no Shields no armour buff... It's own grenade can kill it... Let's math the hos gets 7 hammers the gg gets 3 shots the should be equal... So each shot should be equal to 2 hammers should hos survive 2 hammers
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You're suggesting that the supers have identical attacks outside of the number of shots, and that's categorically untrue. Gg is instant, cross-map death. Hammers have travel time. Hammers lose super energy on every throw, and can only maximize their super in the incredibly unlikely event that they can see enemies constantly. Gg has ammo, 3-4 shots (with symbiote, currently still viable in crucible, and will receive a y2 variant), and doesn't lose energy on every use. Further, there's exactly zero chance of a gg round getting caught on the environment and blowing up early (and this being wasted), as hammers are prone to do. Have you ever so much as used HoS in pvp?
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Edited by Believe Im Dope: 10/3/2015 6:18:05 AMNah I feel it's op and chose not too but ... The reason gg was buffed was to prevent ppl from tanking it... And as a hunter who has used throwing knives without proximity detonation or tracking or splash damage.. Bruh I hit ppl in the head with throwing knives you just gotta hit their hit box ... Gg shots hit walls too. You can't balance a game on exotic armor pieces dude. Would you rather have 4 hammers with 14 secs to use them? Gg only last 14 secs I'm pretty sure. And it's a mid ranged super ... Bd is close gg if long ranged
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You say you can't balance a game on exotics, but you HAVE to. If there existed a piece of gear that gave titans an extra hammer or two, i guarantee you'd be in here screaming nerf while quoting numbers granted from that exotic. Why? Because it'd be the natural choice for pvp gear. Second, gg doesn't go through walls, if that's what you mean, no. Of course it doesn't. However, it does go in a straight line, which means you never have to worry about arcing it into a ceiling/tree/etc and wasting a shot with that. Third, i wouldn't want HoS to be timed with a certain number of shots, no. It would ruin it for pve. However, gg also has a pve option that allows you to basically wait out the timer to get a perfect shot, and you only have to pull the trigger once and you do twice the damage of a normal, full gg. They're functionally different supers, and i want it to stay that way, i was (again) just noting those differences for someone who appeared to be either ignorant of them or (more likely, given the nature of your post) wilfully disregarding them. Fourth, and this is a big one: you, yourself, pointed out, HoS is a short-mid range super; gg is long range. When both are used at appropriate distances from combat, gg should win every time. When it tangles with HoS inside its most effective range, the gg user shouldn't expect to win reliably. This isn't an issue, it's working as intended, and balance in action. Finally, if you've never used something in pvp, you have no right to speak. Just because you play your class incorrectly and it gets beaten out by someone playing theirs properly, don't expect bungie to whip out the nerf hammer.
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Trust... You don't set the basic balanced of a class on exotics an I would not care... Extra hammer vs extra grenade seems balance I'd actually expect you to get something like that since every other mobile super has it... By the way I have experienced the class... Being on the other end of it... I've thrown the hammers before... And are we forgetting pvp is primarily close ranged maps... By. The way my argument is that no mobile super should tank a gg or ldr no other mobile super does why should this one... And I don't think you can say this player missed a hammer because they are harder to throw instead of a lack of skill... Again I throw knives that don't track or have proximity and ppl in the head
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Exotics aren't rare enough to justify not balancing pvp with their benefits in mind. That's a fact. There are some that just give better benefits than others for a specific subclass, and as such are the natural place to set the bar. Throwing knives aren't relevant to a discussion about hammers, either. I use them on my hunter and they're laughably easy to crit with, for one reason: people don't expect them, and make no attempt to dodge. HoS is practically announced to the other players, and everyone is looming out for it. Once it's active, you don't have time to waste setting up perfect shots, so you can't expect to hit consistently. They also have to be used in the fray to maximize effectiveness, hence the armor bonus and explosions. Hunters, on the other hand, can sit comfortably anywhere on the map and gg. I would like to address one specific point separately, though: maps. Yes, most are small with lots of confined space. This is a problem. Not with a super or weapon type, but with overall balance. It effectively renders snipers (and long range combat as a whole) irrelevant. Had bungie not inexplicably removed most of the larger maps from ttk rotation, it would be much less of a problem, but in either case this is not a demonstration of HoS being broken, but one of the maps as a whole disproportionately favoring close combat. Tl;dr - hunters and titans are different classes and should be played as such. Small maps are a problem, HoS is not.
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You make a great point bro honestly I just see it differently but I do have a new insight bro