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originally posted in: Sunbreaker is Too Strong w/proof
Edited by Vesra Sul: 10/8/2015 6:36:17 AM
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I would like to start with Sunbreakers are not OP however their super is. Some may ask how is their super OP but the class itself isn't? Well I'm glad you asked. What makes the Sunbreaker's super OP is that technically 5/6 of it's passive perks pertain to their super and it's precisely that that makes it an under powered class. So sure at the moment Sunbreakers are having a blast dominating Mayhem fa-doonking any super that stands in their way but once Mayhem leaves then what are they left with? A class that can only be fully optimized for maybe 2 or 3 times a match. And if there are any Nightstalkers like me we'll be saving our supers to end those Sunbreakers' good times, basically negating their only purpose. Once people find this out then chances are Trials of Osiris will be filled with Nightstalkers and Defenders (for their suppressing grenade). A large number of you guardians keep saying "Leave sunbreakers alone, they're fine the way they are." As a means to defend them but without realizing it you're jipping (ripping off) yourselves. Sunbreakers don't need a nerf, they need a buff in normal combat abilities. So get your heads out of Mayhem and start thinking towards the future.
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  • i agree 100% my few thoughts are this though. give us nightstalkers a good pvp grenade damn! make the sunbreakers armor reduced a little where a high impact sniper can one shot crit. and for the love of all things when i hit a sunbreaker with my tether let that bastard die or at least not allow him to kepp using his super and kill me before the tether actually takes his super away.

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  • Edited by Vesra Sul: 10/8/2015 6:53:04 PM
    I will admit their grenades aren't top tier but I find voidwall quite useful. To be honest I wouldn't mind losing spike grenades for a sticky grenade. I'd say make to where they can take a critical hit but they're left with just a trickle of health to where even an auto rifle bullet can finish it off. If they kept the armor but got rid of cauterize it'd probably be fair.

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  • i agree with all of this. 100%

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  • Thanks

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  • I completely agree with you but there are 2 perks that SB has that very strong that is cauterize and forgemaster

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  • Yes and they can replace those perks with something to help them in normal combat.

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  • Every class has a modifier for super, a modifier for melee and 2 ability modifiers. Gunslinger has just as many perks for super as Sunbreaker and Voidwalker has even more modifiers for super since their melee modifier supports it as well. Argument invalid.

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  • Yes every class does have # perks to alter their super, grenade, and melee. They also have an arrangement of passive perks. Gunslinger only has 2 that has to do with their super. Sunbreaker has 4 and technically 5 because most of the fire kills come from hammer of sol. Plus Voidwalker's passive perks that pertain to it's super also boost their combat ability which balances the perk making it half super, half combat therefore not really a game changer but reliable.

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  • GG: [u]modifiers for supers:[/u] [b]Deadeye: Significantly increases the accuracy of Golden Gun. Combustion: Killing enemies with Golden Gun causes them to explode after about one second. Gunfighter: Reduces the cooldown of Golden Gun, allowing it to be used more often.[/b] [u]modifiers for melee:[/u] [b]Circle of Life: Killing an enemy with Throwing Knife while Golden Gun is active extends the duration of Golden Gun. +1 Armor[/b] Incendiary Blade: Throwing Knife sets enemies on fire, dealing additional damage over time. Knife Juggler: Precision kills with Throwing Knife immediately resets its cooldown. [u]ability modifiers[/u] Scavenger: Picking up ammo reduces the cooldown of your grenade and Throwing Knife. [b]Keyhole: Golden Gun overpenetrates and can damage multiple targets.[/b] Gunslinger's Trance: Precision kills increase weapon stability. Stacks up to 3 times. 2nd ability modifier Chain of Woe: Precision kills increase weapon reload speed. Stacks up to 3 times. [b]Over the Horizon: Increases the range of Golden Gun. +1 Recovery[/b] Gambler's Dagger: Gain an additional Throwing Knife. In any case, you can only equip up to 4 perks. Any class can have all super focused and any class can have ability focused. Titans have more on the ability modifier side but no one is forcing you to use them.

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  • Edited by Vesra Sul: 10/8/2015 7:01:57 PM
    In case you haven't noticed I wasn't counting the 3 under the super tree. If I were then Sunbreaker would have 7 or 8. Sure circle of life is that boosts a super but realistically speaking I don't think it's fair to count that one seeing as though it's near useless because you can't kill a guardian with a knife in one hit. Obviously we're talking about pvp because that's the only time people are annoyed by Sunbreaker's. That being said we are down to 2 perks. I can see where where I may have confused you, by passive perks I meant ability modifiers.

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  • Then answer me this? Why is it gunslingers only other perks are about throwing knives? The rest is about the super. In fact sunbreaker is just a better version of GG let me explain, GG-PVP and SB-PVP+PVE Golden takes 3 shots to kill a 30+ normal captain. It sucks in PVE unlike sunbreaker which both dominates in both PVE AND PVP now answer me this. Would you rather.. Have a SB that kills 5-7 GG's Or Have a GG that kills 0-4 SB's ^^^^^ The choice is obvious just reduce the damage reduction to 50% and all is good

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  • See but that's just it removing perks like Explosive Pyre (Enemies killed by your hammer explode) or Cauterize (Enemies killed by your fire, mostly hammers, heal you) then replacing them will make it easier to kill a sunbreaker and give it more to do while out of the super.

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  • Bump, thanks for the wake up

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  • No problem, I'd hate to see any class get screwed over like that.

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