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originally posted in: Sunbreaker is Too Strong w/proof
10/9/2015 3:40:34 AM
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This isn't a question of the HoS only. You need to look into the subclass as well as the class itself. For example an I'll use the striker. It's super in pvp usually yields around 2 kills and that's being generous. However to compensate for this strikers have lightning grenade, (which is arguably the best grenade in the game) shoulder charge, and transfusion. All of these skills combined makes up for the lack of a good super. The same can be said for other classes such as bladedancers with blink and quickdraw or sunsingers with firebolt grenades and flame shield. Now we can take a look at sunbreakers. We have cauterize (which is mainly used for HoS but we'll include it in the list anyway) which only consistently helps when using fusion grenades and ever then it is situational, and maybe fleetfire you could count however there are upgrades on armor that do a better job such as getting a double kill with a solar weapon increases agility. Besides these two perks which aren't very viable in the crucible all of our skills revolve around HoS. Therefore sunbreakers have to have a good super because of our lack of a solid pvp loadout. I agree that the damage resistance should be reduced to that of bladedancer but other than that i see no problems because it acts as a counterbalance to the rest of the subclass. Also if you would like to go deeper into this titans have a terrible melee range in comparison to other classes which sets us back farther than say a hunter or warlock. If anyone would like to discuss this with me in a respectable manner i would love to hear other people's thoughts after reading this (:
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  • I agree with some of your points but also disagree with some. I agree that the subclass itself is made for the super. Almost every perk involves enhancing the super in one way or another. This allows for a strong super but limits you in most gunfights. The issue I have with HoS is the prox detonation on the hammers. It is complete shit that I can be midair and get hit with a hammer that was no where near me. I have seen hammers fly past me yet I still die. If you are going to make a super extremely powerful then it needs to have some sort of drawback. The drawback would be needing really good accuracy. People shouldn't be able to run around getting Slayer medals every single time they pop their super. Also, Nightstalker is probably the weakest of the new classes. The fact that you can directly hit people in their supers with Shadowshot and have them walk through it is stupid. The time on Stormcaller needs a slight nerf. Transcendence should be about halfway between what it is now and what the regular drain time is. The fact that you can wipe as team twice is absurd. The damage resistance is perfect though as you still have a chance when fighting them.

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  • My only thing is buff shadow shot anchors to deploy slightly sooner. And lower titans damage reduction while super is active. Also the proximity of hammers is pretty big. That is all.

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  • The hammer detonation is usually due to the latest minute flight changes with the homing hammers. It's what i use and if i don't use it i find that i miss some hammers that i usually wouldn't. As for all the supers being balanced i feel like they should slightly decrease the HoS armor which i believe would fix everything or make it to where SS instantly tethers and suppresses. Both would be too much but i feel like one or the other would be perfect. As for storm caller i haven't had a problem with it so far. The only time i do is when i have teamates that run head on to a guy in storm trance and therefore chain the super to me while I'm trying to snipe him.

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