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originally posted in: How is the Hammer of Sol balanced?
Edited by Blooddrunk123: 9/28/2015 8:44:13 PM
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Because 90% of the perks in the tree revolve around the super itself. Lets compare it to Bladedancer since these two supers are quite similar in a sense. Bladedancer has: - Quickdraw -Fleet Footed -Blink -A range of invisibility perks that has good synergy with Arc Blade and Blink Strike. Alot of the choices available are passive abilities that allow the Bladedancer to be very effective without ever having to use their super. Whereas the Sunbreaker's passive abilities are: -Fleet fire -Simmering Flames. Yes these perks are strong, but you would have a rough time trying to win a game as a Sunbreaker without ever using your super. Thats also assuming you chose these options in their trees. Say you chose Flameseeker in place of Fleetfire and Cauterize in place of Simmering Flames, you have an entire build based around one thing, there super itself. You replace passive abilities for one really strong offensive weapon. Without the Hammer of Sol itself, Sunbreaker Titans are a little underwhelming. The only change that could possibly be done would be to lower the armor benefit from Hammer of Sol, anything else could give Titans the Auto Rifle treatment.
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  • Plus it's possible for sun breakers to be countered

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  • You do realise people can throw almost 50 hammers in one super

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  • Yes, only with a glitch. Bungie didnt intend for people to throw 50 hammers with one super use.

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  • Nice, you provided a really strong point in support of Sunbreakers. I just really, really hate their Melee when it DOES hit lol

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  • Hadn't thought of that

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  • I have to agree with this. A sun breaker is really only dangerous for about 30 seconds a few times. I can handle that in a 10 minute game. I think the think that make sunbreakers easy to counter is the loud distinct sound they make when they activate the super. JUST RUN.

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  • Yeah I agree, if you hear it coming just run. I think most players just dont really know how to deal with a Sunbreaker yet since its so new. It took us a year to learn to tackle blinking Bladedancers and Self Res Warlocks.

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  • To disagree cauterize can be used out side or super and is very good when con index with stroke the forge and indomitable skullfort as for the rest I agree

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  • I wasn't aware of that, I thought cauterize was only activated from Hammer of Sol kills.

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  • Any solar ability kill

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  • Or instead of the armor nerf I'm sticking with my idea of merging their speed while in Hos after all tanks are supposed to move slow not go 200 miles an hour chasing you with a flaming hammer with a troll face pasted on

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  • That could work, however the duration would need to be increased also. Titans would only be able to get one kill before everyone just runs away, knowing he cant keep up.

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  • I concur, I personally think a slight defense nerf wouldn't destroy the super.

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  • Yeah a slight defense nerf would be fine, I meant anything else being nerfing the hammers they throw in some way. Like making them travel slower or a smaller radius. That could make Sunbreakers a little too weak.

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  • I think most people would agree with this here.

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  • But the whining is so much fun XD I suggest a damage resistance buff instead :D

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  • You be quite.

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  • Interesting point, haven't thought about it that way yet. Would a slight reduction to the damage resistance while increasing the potency of a passive ability work?

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  • Perhaps, if they were to make a passive ability stronger it would need to be Simmering Flames. Cauterize works fine the way it is. If Simmering Flames greatly decreased grenade and melee cooldown (similar to how the Catapult modifier works) it would allow Sunbreakers to be very strong in both PvE and PvP without ever needing to use their super, a double edged sword in a sense. This way it would feel like using the Tlaloc, the weapon is very very effective when you hold onto your super.

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  • Not to mention, Sunbreakers have the worst melee and no seeking or proximity grenades.

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  • I disagree with the melee part because if you have the right perk on when they take burn damage you and your allies do bonus damage so they die pretty easily.

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  • You wont survive that encounter anyway though, even if you close the distance of its pitiful range to even get it off that is.

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  • Idk. I don't seem to have a problem finishing the kill, but to each their own.

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  • With all the shotguns and longer ranged melees everywhere, being able to take advantage of your own Melting point never happens. It just doesn't; unless you get paired up with players without thumbs, in which case more power to you, but in an actual game no way. You never open with a melee, its suicide due to the cooldown.

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  • It would be nice to have a ranged melee, for sure. I like the new subclass a lot and I think it is does benefit titans. The Titan melee has always been a problem though.

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