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#feedback

Edited by DuBChiri2: 10/24/2018 7:56:07 PM
6

Increase the damage resistance on thundercrash.

If you are curious as to why I'm asking for this...nova warps can take you directly out of the air. Now I know it's probably the only super that could consistently do it, so it wouldn't make a difference except for that one particular instance. I know it's a HIGHLY mobile super, but since it can't deal any damage unless it hits the ground or the walls, there's a chance you can be stopped mid air and deal absolutely no damage. Since it requires you to actually be part of the attack for damage, vs blade barrage and nova bomb, there's no reason it shouldn't have similar armor to fist of havoc, seeing as you are left wide open after you land. It's benefits definitely outweigh the downsides, but this would be nice to make it a more secure super, especially since it can be rather tough to control in corridors. It's not necessary, but it would be nice.

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    Just yesterday I sniped an incoming Thundercrash from full health(I hit for 192). Now sure, you could argue it's that players fault for having low Resilience, but I can't do that to most other Supers, especially the roaming ones. The game before that, I domed a Nova Warp with the same Sniper(Bite of the Fox, a Kinetic Sniper in the highest-impact archetype) and only hit for 180. That can't even kill them if they're running 0 Resilience. This difference in damage resistance is why Thundercrash can always be ohk'd by Nova Warp before it can ever land close enough to kill them via their charged blast. I fail to understand why the one-n-done, shutdown Super, has less resistance than an extremely mobile, multi-kill machine of a roaming Super.

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