Anyone? Remember after the vanilla launch when bladedancer had formidable armour and everyone complained it was too easy to get kills so bungie gave the super an armour nerf (50% down to 25% if I recall correctly).
Now lets compare that old arcblade to hammer of sol:
Arcblade -
50% damage reduction
Can 1hk non-super guardians at close range
High agility (especially with blink)
Health regen with hungering blade
Hammer of sol -
55% damage reduction (I think? I know it's more than 50%)
Can 1hk any guardian [b]at medium to close range[/b] with the exception of FoH or another hammer (And radiant skin sunsingers)
Medium agility (dat increased control though)
Health regen with cauterise
So looking at the comparison we have a clear winner. Considering arcblade, despite being less powerful than hammer of sol currently is, was given a nerf, is it unreasonable to give hammer of sol a nerf?
[spoiler]I'm not asking for anything big, I think all it needs is an armour nerf to bring it in line with other mobile supers (In line = the same as, not unreasonable) and maybe a slightly smaller proxy detonate radius so there is more to the super than spamming RT in someone's general direction.[/spoiler]
Disclaimers:
No, hammer of sol is not difficult to aim (I have a sunbreaker, I know)
Jumping is not effective, the proxy range on hammers rivals grenades and horseshoes
"Use [b]X[/b], works every time." Does it work against other supers? If the answer is yes then your point is moot
Yes I main a hunter, that does not make my opinion "less valid"
"Titans deserve their time" is not a reason
Yes, arcblade did get a nerf back with the exotics update before Dark Below released. I'm not 100% sure on the statistics but it definitely happened.
I'm not complaining about sunbreakers killing me, not being able to kill them or any of that nonsense. I can deal with sunbreakers, that's not the issue. My issue is with the people who spontaneously combust whenever you suggest the idea of a hammer of sol nerf, I am explaining why it is reasonable.
"The Sunbreakers meager grenade and melee options balance out the Sunbreaker's fantastic super." - [spoiler]Are you kidding me? Sunbreakers have awesome abilities. Incendiary nades are brutal with a skilled throw (Fusion nades aren't bade either) and sunstrike is one of the heaviest hitting melees out of all the classes (Seriously, the DoT will bring you down to a sliver of health from one punch). Combine that with increased control for insane horizontal mobility and you've got a wrecking machine, super or not.
[/spoiler]
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While its grenades and melee may be ok it's passives are kinda garbage. No, simmering flames is not something you would use over Cauterize so it doesn't count. There's no other insanely good passives other than Explosive Pyre and Cauterize