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Edited by ArcTrooper 5555: 10/17/2015 4:00:57 PM
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I think this is qualified as an overhaul, but would make the class more balanced, but not nerfed: Switch a few of the super only perks out for ones that give us passive/non-super advantages. Right now, it's easy to use only perks that benefit the super, because we really only have one or two good non-super perks. Make us pick between using the hammer as this destroy-all thing once/twice a match and having useful upgrades for the entire match. Strikers (unless they have Helm of Inmost Light) have to pick between that ridiculous damage resistance while using the super that everyone complains about, shoulder charge, and a shield while sprinting. That's where you pick between that useful all time perk and that twice a game thing that makes your super nearly impossible to stop. Sunbreakers don't have those choices, so they just pick the best one, which ends up being a super only perk (Cauterize is the exception, but it still is used for the super more than anything else). Tl;Dr- Make it so the sunbreaker has to choose between the perks that make the super as powerful as it is and useful perks that affect other abilities or grant passive perks, making it so they pick between a good all-around class and a great super class.
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