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originally posted in: Sunbreaker is Too Strong w/proof
10/8/2015 3:52:42 AM
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"Barely making 5 hammers" is too harsh imo. Barely making 6 would be better. Don't forget, PvP isn't the only game type here. Time reduction would be fine too. You have to compare it to blade dancer too though. Golden fun is a straight line damage super, the hammer has an arc. In open areas that's not a huge problem but in close quarters you have to get closer. You have to account for the running time to get from point a to point b. Maybe reduce it to 16-18 seconds? As for the cauterize perk, that stays. Its no different from transfusion on striker, except that it adds supers and grenades to the mix. You could reduce the amount it regens or the speed, but the perk itself isn't going anywhere. I agree about sniper headshots though. But it would be a risk reward thing. The titan should see the shot coming and throw the hammer at them, so the sniper might get the kill and end the spree but would most likely die himself.
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  • As far as the argument you're making for considering PvE as well. Hunter supers SUCK as PvE. Blade dancer can't do [b]ANYTHING[/b] except turn invisible run and revive. Gunslingers have some ok perks for PvE but the super is sub par at best. In order to do real damage to a boss you're forced to use the celestial nighthawk.

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  • True, but that's not sunbreakers fault. The hammer is great for clearing adds and hurting the boss, especially when used with the hunter tether. Removing the amount of hammers you can throw hurts the team as a whole.

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  • Blade dancers are helpful at clearing adds too. Not trying to argue haha just adding to your statement

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