Okay, so ive seen alot of posts about Sunsingers and how "op" they are and its getting annoying.
Lets compare the infamous firebolt with the hunters "Wombo combo".
[u][i]Firebolt[/i][/u]
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- Does a TOTAL of *** damage, not enough to kill even the lowest of armored guardians.(SEE EDIT)
-Has DoT for around 12 seconds (some say 14, some say 10)
-Firebolt has an 8m radius in which it tags.
[b][i]EDIT[/i][/b]
[quote] [b][i][u]I just tested it and got the clip. When its active in around 10 mins ill post the link.
Initial tag for 85 damage.
11 ticks of 7 for DoT.
85+77 is 162.
My bad, i was off by 5.
This was tested on the lowest armor build a voidwalker can run.[/u][/i][/b][/quote]
[u][i]LINK TO FIREBOLT TEST http://xboxclips.com/Jet+The+Pirate/5c204455-581f-454f-b4ad-0bee431986b3[/i][/u]
Good for crowd control and good defensive technique. Does allow "tracking" by watching the DoT BUUUUUT warlocks are the slowest and clunkiest race so it is harder to chase the enemy. <---- thats called trade off. Warlocks can be situationally amazing and of course they will be harder to kill.. its a defensive subclass and is built that way.
[u][i]Wombo Combo[/i][/u]
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-Takes away radar
-cuts movement speed by 50%
-does damage
-blinds the enemy visually
-locks abilities, supers, charged melees and jumps
^-----thats just the "Smoke" portion of the grenade.
Their void grenade choices all do damage and can visually impair other guardians trying to see or shoot through it.
BUT wombo requires both grenades to be thrown to be 100% effective. Dont forget how they [i]can[/i] be thrown virtually simultaneously.
Its trade off. If the hunters had all of that in just ONE grenade then theyd actually be op.. but they aren't.
TL;DR
[b][i][u]Neither are op and excel in certain situations better then other subclasses. But if you proceed to call one of them op in anyway then you HAVE to consider the other one as such.[/u][/i][/b]
[b][i]Edit: So it seems alot of people are misunderstanding my point.
Im NOT saying firebolt and wombo is the same style or do the same things. What i AM saying is that most who consider firebolt "op" due to just its DoT must thrn consider wombo as "op" because wombo has 4 times the effects on an enemy and while it does take 2 charges, its also on a character that is faster then warlocks, has access to an evade and keen scout.
You cant consider something op due to one fact while ignoring classes that have alot of advantages similar in concept.[/i][/b]
[b][i][u]Edit:[/u][/i][/b] [b][i][u]Alot of people keep saying that firebolts leave you at one shot. My response:[b][i]how many other grenades do that? It doesnt matter HOW they do it, just THAT theydo it.[/i][/b] [/u][/i][/b]
[u][i][b][u]EDIT: SUNSINGER OP? CHECK THIS SHIT OUT.
https://youtu.be/VM-SwPcMIwE[/u][/b][/i][/u]
Its just as strong imo.
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The Sunsinger doesn't need to be take a nerf. You can fix just about every problem if Bungie just changes the way Viking Funeral works. Take off the "burn longer and take more damage" and replace it with a perk similar to the Sunbreakers "Melting Point" Think about it, if they do this, the only perk that will "burn" you will be Touch of flame and that burn only lasts about 3-5 seconds, waay shorter than the "omfg I am still burning!?" 14 seconds. New Viking Funeral - All enemies who have been set ablaze take more damage from you and your allies as long as they are on fire. Warlocks would be a hell of a lot more useful in the raid rather than just a "oh shit" reset button if they die. ex. Say your fighting the war priest... Touch of flame will make all grenades set him on fire for 3-5 seconds... right? While he is burning for that 5 seconds, he'll be taking more damage. Now, if that warlock activated radiance and has a, HoPF, he can toss out roughly 6-10 grenades if your discipline is maxed. Since each grenade with ToF sets him on fire for say 5 seconds... 10*5 = 50 seconds of addition damage that both you and your whole team can dish out. Stack that with WoL and a Tether and hot damn, shit be melting fast as hell. This would give Warlocks incentive to actual use their super to kill bosses ASAP rather than just hold it for a "oh shit" reset button. This will also make them more Raid friendly when it comes to DPS, because aside from Ad clearing, we pretty much have nothing to help with. in PvP this would also help with the seemingly endless burn that everyone complains about. If you do happen to get hit, Touch of Flame will burn you for 5 seconds, and while you are burning for the 5 seconds, you'll take a little bit of extra damage. However, once that 5 seconds is over, you wont take any extra damage. essential that is already what VF + ToF already does, but you always end up with hardly any health to fight back, if any at all. With this new Viking Funeral, you will still have a good portion of health to fight back the aggressive burner and keep on fighting should you kill them. Pretty much every grenade in the game gets you down to 1 hit or straight up kills you anyway, so this would work if Bungie changed Viking Funeral to this new system. Just a little something a bunch of my raid buddies and stuff came up with over the passed few days.