The Burning Maul was my favorite looking super in the forsaken preview, but when I got to playing it, it was extremely disappointing to me personally, the main problems I have with it a relatively simple to fix. First the spinning the spinning is very bad at locking on an enemy and wastes to much of you super energy, the ways to fix it would be to either give the spinning a form of burn damage greater than the slam but I don’t think that would be reasonable. My second problem with the Burning Maul is that there is no jump Mobility the tornado could be a good excused but I’ll cover that in the third problem, if they had a way of an “uppercut” with the hammer, that it. Now my third and final problem with the Burning Maul the slam following the tornado 🌪, the problem I have with it is the tracking with your camera there should be a way to move your characters slam during the animation (if you disagree with the post please only give me solutions on how you would fix it)
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1 commentaireSol Titan in general needs buffed. Hammer of Sol is thrown way to slow on top of the fact you can beat the hammer titan by just freaking jumping over their heads. Top tree explosions on hammer of sol is horribly inconsistent and DOES NOT OHK GUARDIANS as many players want you to believe and bottom tree sunspots is just bad.
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5 commentairesRemove the spin and give us HEAVY attack combos like arcstrider has.
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It does need a buff.
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1 commentaireIMO I feel like the Hammer of Sol should be the strongest of the subclasses in pve and pvp. In pvp though it’s a joke of a super with that stupid looking ballerina twirl and slow trash slam that anyone can avoid. Even in pve the tornado knock people in the air is dumb and should be fixed.
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1 commentaireI hate how my guy cant move while swinging the hammer down mid air kinda annoying if the target moves slightly to the left or right
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Yeah, in the right circumstances the hammer can do interesting amounts of damage, but it's mostly a gimmick and usually impractical. And honestly I just don't bother with the spin. I only use the slam since the fire that comes from it has decent enough tracking to hit enemies a bit of distance away from you, along with decent stagger on actual hits on a boss. Otherwise, Sentinel and regular Sunbreaker are pretty much better in almost every way. I really hope they give some kind of buff to both Burning Maul and(personally) Ward of Dawn in PvE since they both are not terrible, but it's the situation of "why use this when I can use these other much better abilities?".
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2 commentairesKeep the slam. Replace the spinning with normal melee hits that recharge the super by 10% per kill made. I think that would be a fair change .
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Modifié par DuBChiri2 : 11/17/2018 11:45:47 PMI don't remember if I responded, but the base damage needs to be tweaked. It's stupid just how weak this super is without roaring flames so the damage should be shifted more towards the base damage in super. Example: Base damage is 100. Roaring increases damage to somewhere between 50-100% extra damage at x3. So it will deal 150-200 damage with roaring flames x 3. I would prefer If it did 130 damage as a base, but still end up to a minimum of 200 damage. So instead of a 50-100% buff, it's more like a 30-60% max buff but it's base damage is higher in super. I think spreading it out evenly among the stacks would help too. X1 does basically nothing, so if I used the percents i gave: 30% at x 1, 45% at x2, and 60% at times 3. Next, I think granting the super an extra 2 seconds of duration but decreasing the spin energy cost by 25% will greatly improve the utility of the spin, as well as allow it to attack more. It's a stupid powerful super, but it should absolutely last longer due to its sheer lack of air power and how much it relies on a stable amount of ground. Finally, just add an indicator of where the hammer went like well of radiance has for the healing grenade.
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1 commentaireLooked a lot like the axe from rise of iron to me. Never even touched that super
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7 commentairesMini Throwing hammer should cause melting point there fixed
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Instead of the slam the spin could be the main DPS move. Then trade off the slam for this.... Throw the hammer and wherever it makes contact it pulls you to it. Call it Burning Warp.
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4 commentairesI’ve heard with synthoceps, burning maul does some good dps in pve.
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Give titans a form of touch of flame from D1 sunsinger, if the super is going to be bad, give roaring flames a buff (ie touch of flame while active)
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2 commentairesBurning Man + Synthoceps with the right bonuses active is one of the highest damage producers in the game (don’t spin though, only slam). You’re best place for Burning Man is in Gambit if you play solo. YouTube Burning Man + Syntho’s build and you will find some videos that show how nasty it can be. It’s definitely situational (since you can’t hit flying things) but I think that is a good thing as I don’t think every super should be able to preform every task. Variety is nice.
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It just seems to not last long enough, especially when you do your spinning attack
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I agree with this
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3 commentairesThe spin is for add clearing, the slam is for DPS.
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3 commentairesI WANT to love this super, but these glaring issues make it next to useless in just about every situation compared to the alternatives. It could also use an exotic armor to make it last longer (although I hate that Bungie forces you to use certain exotics just to make your super, well super).
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5 commentairesImagine if you could go in the tornado and it would launch you.
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I wouldn't say I was disappointed. It was by far the best super we Titan's got in the expansion. I agree 100% on your point about the spin requiring too much super energy for little gain. We are better off to just mash the Slam button and ignore the spin completely. The best and easiest solution is to reduce the amount of super energy this costs by a lot. It honestly shouldn't cost anything personally. The other option is to increase damage, but I'd rather spin longer than do more damage personally. As far as mobility I think we should be able to spin twice in the air. Currently you can spin one time. Something that I think would be an amazing addition to the super, the ability to throw Burning Maul! (Hear me out) I know what you're thinking, "That's just Hammer of Sol", Not exactly. Throwing Burning Maul would require you to retrieve it, just like throwing your little hammer. Requiring strategy and thought, if you throw your Burning Maul, you won't have a weapon to attack with making you vulnerable. Alternatively you could be able to recall your hammer, but it would take time and lock you in an animation. Additionally you would gain the same benefits you gain by throwing your little hammer (i.e. after hitting an enemy, retrieving your hammer triggers health regen). The next thought would be, "what would the animation look like, wouldn't it be clunky?" Not at all, the Burning Maul doesn't need to rotate like the other hammers, it can travel straight just like Thor's hammer does. I think this would make the super so much more versatile and maybe put it on an even playing field with all the cool super's the other classes got.