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10/31/2015 5:26:41 PM
58

Titans Need To Be Balanced For Trials To Be Fun

Please note that before yesterday I thought that Sunbreakers were perfectly fine in PvP. But I've realized that the ugly truth is that Hammer Of Sol is too powerful in 3v3 situations. HOS is not too game-breaking in 6v6, as any competent team can focus fire on the Titan and kill him without too many casualties. But when there's only 3 people even able to fire at the Sunbreaker, and the Sunbreaker has 2 teammates probably right behind him to help, Hammer Of Sol is usually an instant win for a round. While Bladedancers ran rampant in HoW, they could be easily countered by 2 people with Shotguns or Snipers, and they needed to be used in close range. Sunbreakers, on the other hand, can kill you at any range, and regain health when they do. This is why Golden Gun and Stormtrance are the most balanced PvP supers as of right now, because they have no health regeneration and other downsides, such as low movement speed for Stormcallers and no armor for Golden Gun. [b][u]WHAT I PROPOSE TO DO[/u][/b] I think that two changes need to be implemented to balance HoS. 1. Prevent sprinting and lower movement speed while HoS is active. 2. Make Hammer Projectiles do splash damage to the Sunbreaker. These changes would easily balance Sunbreaker. Decreasing movement speed would allow someone to flee from the Sunbreaker if he or she had no backup. The self-inflicted splash damage would mean that the Sunbreaker could not just fling Hammers at the ground to kill someone in close-range. This would make the HoS Super more of a mobile sentry turret of sorts. The Titan would still be able to cause tons of destruction, but he would have to stay back from the fray, and if someone wanted to come in and Shotgun the Sunbreaker, the Sunbreaker would kill himself if he was damaged by the Shotgun and fired a close range Hammer, thus making the melee ability more viable. TL/DR: Sunbreaker is too strong in 3v3 elimination. I have provided what I think are the best fixes to HoS above. Thanks for reading and I look forward to the discussion down below.

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  • How about instead of another nerd they buff blade dancer,and sunsinger. In ToO as Sunbreaker cause my titan was higher level then my Hunter cause we ran the raid and need a bubble so I ran it with my titan. But so in ToO I were one shotted by golden gun by a player that was a couple lights level below me when I was in my super that I was running max armour and recovery because I was one shorted by golden gun and people keep claiming that it can tank a golden gun bullet which mine clearly felled to do twice. So golden gun clearly isn't inferior to sunbreakers due to its infinity range and very large hit box with really good targeting finding, while sunbreakers have a stupid tracking that doesn't work unless the hammer gets very close to the target which can clear just put the explosive pyre perk on which increases blast radius which a more chance to hit ,plus the range on the hammers are held to trajectory takes more skill to hit longer range targets then it does from golden gun, the only downside to golden gun is it low armour which fine cause it is supposed to be a long ranged class ,while sunbreaker is meant to be mid-range monster which titan have close range ,support class while warlocks have a close range class ,midrange ( average (cause of lance)) and another close range class while hunters being the most diversed has long range class ,short range ,and all around support class . With sunsingers and bladedancers falling in this weird spot where they are out ranged and have slower time to kills then any other classes while sunsinger have self fez with out that it is as point less as blade dancer so buff both of them

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