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#feedback

12/18/2018 4:41:25 AM
8

Burning Maul needs a rework like Spectral (My own solution)

Embarrassing addition of a super to Destiny. -Can't close the gap -Lights take more energy and don't even one shot acolytes -Super as a whole deals lackluster damage -Throwing Hammer tracking is bad and travels awfully slow -Has the worst aerial combat of any super introduced to Destiny -Super is too easily jumped over -Roaring Flames is too situational, doesn't work to well with the super against bosses This super needs to be fixed, and I have a solution: Lights don't take super energy but instead grants super energy if lights land, just like the ROI Battleaxe. And tornadoes funnel opponents from the air or near into itself. Throwing Hammer tracking slightly increased. Roaring Flames stack with each fire tornado tick to enemies. And that's it, it's good now.

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  • You might want to change the spelling on the "Lights don't take super energy but instead grants super energy if lights land" to "Lights attacks take less/no super energy and grants super energy on kills" because while spinning infinitely into a boss sounds fun it is infinite as long as you're hitting something so that's more than a little broken, maybe the way they do this even is they add an exotic like the Raiden Flux for Hammers. Throwing hammers don't need more tracking they are pretty good where they are especially since you can just pick them back up. Roaring Flames with each tornado tick is excessive you just need to throw a thermite grenade or hammer at up to 3 enemies before you super and you're good also Synthoceps with 3x Roaring flames makes this super do the most damage of any super in the game even beating Celestial NightHawk with a headshot.

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