As a Titan main and Sunbreaker enthusiast (can’t you tell?) I was HYPED for the new Code of the Devastator, and the end result was kinda disappointing.
Don’t get me wrong, the super does good damage when roaring flames is active and I like the melee and don’t believe it needs any damage buff, but the super could use a little tweaking.
First, for pvp sakes I would change the lunge distant slightly and increase the aim assist (or hit assist idk) because if your using the light attack and your target just backs away, you’ll look like an idiot as you attempt to twirl towards them, and may never reach them. I also think that there should be assist with vertical enemies, with hunters just jumping around it feels like you’d never hit em. Along with this, sometimes it feels like you hit an enemy but then you just go flying off, and it’s hard to combo multiple light attacks.
Second I would increase the damage of the over head smash attack. I haven’t done testing my self but I would assume the regular hammers with explosive pyre (especially with hammer strike) does more damage than burning maul, I would increase damage of the AoE explosion in the initial slam and when paired with the fire tornadoes, would do great damage, which rewards you for getting up close to do lots of damage.
Third, Sunbreakers in general need more specific exotics. Yes there are a lot of very good titan exotics and yes there are exotics that are great when paired with Sunbreaker, but outside of hallowfire heart along with ashen wake and khepris horn(which aren’t really a Sunbreaker exotic) there aren’t any Sunbreaker exotics great for general use.
I propose Exotic gauntlets (maybe similar in style to D1 trail gauntlets) that grants an increases to the rate of which your abilities charge while roaring flames is active and your super drains slower while roaring flames is active. The greater the amount of stacks the greater the affect.
Leave any suggestions on what you think should happen to Code of the Devastator (or if you think it’s in a good spot) and any Sunbreaker exotic suggestions, Id like to hear them. I’ve recently updated my ideas they are here https://www.bungie.net/en/Forums/Post/249018091?sort=0&page=0
-
Edited by thesith411: 10/5/2018 3:05:54 PM[u]Suggested Changes for Code of the Devastator[/u] [b]Super[/b]: the spin should be replaced with a dash/charge move that'll barrel through enemies and leave a trail of fire, mostly for mobility and probably decreased super energy cost (like Suncharge in D1, but not nearly as strong tracking, also it'd be great if you move like how the subclass tree's pictured titan is posed in the menu) [b]Throwing Hammer[/b]: faster throw or better tracking for hammer throw in PvP (tracking is turned off for PvP), increased pick-up range, and an indicator to point out your hammer's location (it sucks losing your hammer since the tree is indirectly built around it). [b]Exotics[/b]: only one in the history of Destiny is good, Hallowfire Heart. But even then, it gives a perk that already existed in D1, so it's unoriginal for D2. All of these exotics have been straight up bad (Khepri's Horn and Ashen Wake) or unoriginal (Immolation Fists, D1 though, and Hallowfire Heart), so they haven't had much of an impact, especially in PvP. P.S. I still love you Hallowfire
-
Overhead smash out DPS's it's spin attack by a lot. and with one stack of burning flames you out DPS nighthawk with smash spam. 3 stacks with synthceps does absolutely -blam!- damage. You can also pair exotics with the standard melee hammer on this class to do upwards of 20k damage. or make it an aoe weapon with dune marchers. I agree that sunbreakers lack specific exotics. Was like this back in D1 as well.
-
I have no idea if this was pointed out by anyone but, when using Dune marchers and linear actuators are active and you throw the Home Depot hammer you can clear add groups pretty quickly. Nothing more shocking than getting hit with a Home Depot hammer then the Hammer sends out chain lightning to hit your other mates just minding our own business gathering purple twigs on a beach covered in mist... No I think you devastators should be ashamed...indiscriminate murderers. ~T4k3N party leader.
-
Code of the devastator is trash in pvp. Its so disappointing watching a titan try to use it especially that wonky spin only to get gun down. Or seeing people just hop of float in the air and their nothing you can do about it. Being honest the spin has to go asap and replaced with something like the old suncharge animation something quick and deadly. Tornadoes need to drawn enemies into it not launch them in the air.
-
Synthoceps + new sunbreaker super = 2x celestial nighthawk damage. Doesnt need a buff.
-
I want to love it, but it does need work. I hate how the flame tornado puts your target way up in the air. I feel so stupid standing there waiting for him to come down so I can hit him again. Meanwhile, my super just drains away.
-
I was disappointed by the subclass tree. Everything centred around the throwing hammer is kind of boring. The super itself is fun, but the “tornado” that is left on the ground sends the enemies flying up in the air so high, they escape the AoE effect, and you can’t do anything to hit them until they come back down. It’s good for elite bosses, since they can’t be moved, and for minor enemies. Plus it’s badass to heft that thing up and slam it into the ground. The throwing hammer is very fun, but just feels like more of a cartoon “bonk” thank a crushing blow, despite being able to kill effectively when roaring flames is stacked thrice. For being the Code of the Devastator, I don’t feel particularly devastating. A fun addition to the throwing hammer would be if you hit and recollect three times, your next throw detonates on impact. [b]Tl;dr[/b] Subclass feels lacking, super can be annoying for major enemies, hammer is fun but feels cartoonish. P.s., Any other solar titan (not sure about other [sub]classes) can pick up anyone’s throwing hammer when it’s on the ground.
-
If you have sunthoceps and 3 stack of roaring flames you can do twice the damage as a precision celestial nighthawk shot
-
Try synthoceps. It's boosts super damage by 50% when 3 or more enemies are nearby. Stack it with roaring flames the super is monstrous. I'll usually take burning mall over sunbreaker for damage (except for melting point occasionally) I think the duration of the super should get increased and the tornadoes shouldn't fling things into the atmosphere
-
I don't think it needs a damage buff. It should be less dependent on needing a 3 stack of roaring flames. Bungie should make the base damage higher and reduce the damage gained from roaring flames, leaving the overall potential damage the same. As for my idea for a sunbreaker exotic [spoiler]"Sol's Fury" Armor Type: -Exotic Gauntlets Perk: -Burning Might: Holding [Insert your melee button here] when throwing your Throwing Hammer will cause it to return to your hand after impact. Kills with Burning Maul extends its duration. Notes: -Calling back your throwing hammer will not proc healing. -For healing you will have to tap your melee button and pick it up off the ground manually. -Changes the appearance of your Burning Maul to look like an enlarged version of the Hammer of Sol. Appearance: -Shaped similar to the Iron Regalia gauntlets from D1 (only not Iron Banner themed) and has a design on each arm that glows like the Sunbracers. Also, shoulder pads on female Titans are a bit bigger (not overly huge but not so stupidly small at the same time).[/spoiler]
-
Insurmountable with the devastor and synthoceps with the maul, both awesome.
-
For PVE you can use worm god’s caress. The 3x roaring flames stacks with the 5x melee damage stack and the damage levels you can reach is absurd on top of having a ranged melee attack.
-
I got a lights out with one hammer slam. I bout nutted
-
Google aztecross and his vid on synthoceps, can’t wait to get home and try it out.
-
Synthoceps + roaring flames x3= one of the highest if not the highest dps lol
-
I would just like an exotic that makes your melee hammer fly straight back to you on a hit. Maybe some gloves or a helmet called Thunder No More (because it's very Thor, but obviously pertains to a solar subclass).
-
My dude the burning maul slam can do more than double golden gun with celestial if u have synthoceps and roaring flame 3
-
The slam ability is terrific in pvp. 1 out of 3 times they get instakillex
-
Here's an exotic idea; Consume your Grenade/Melee charge by holding down the button; This grants you the Roaring Flames buff (x3) and grants you a 20 second period of increased super duration.
-
The big issue in PVE damage of maul is the lack of melting point. This makes maul less effective as I can't run in, punch, and then super. So, in that regard, I would say that maul is not as damage effective. It also puts you in dangerous situations, while the other trees are ranged.
-
Strikers get the Eternal Warrior and Insurmountable Skullfort. And then Sentinels get Helm of Saint-14 (only usable by one code), Doom Fang Pauldron, and Ursa Furiosa. Sunbreakers have 3: Hallowfire Heart and Ashen Wake... and kinda Khepri's Horn. Each subclass has basically 2 exotics. And the one that has 3... well. Doom Fang is awesome with Aggressor, but is meh with Protector. Saint-14 is worthless unless you're Protector. And Ursa Furiosa works with all three, but I don't know if damage to Ward of Dawn returns Super energy (can someone test?). So... even with 3, the sentinel ones are very Code specific. So I can't say they have a real item advantage since only 2 of them are only really good for one Code.
-
Just so you know, the slam has both an aoe for damage AND a projectile, so if you are close to an opponent mid super, you can actually one-shot with the slam attack, so long as you hit both.
-
Edited by Yempz: 10/5/2018 12:05:21 AMI suggest you use synthoceps with the new sunbreaker tree. It’s steroids for any titan tree but works very good with new sunbreaker tree.