Old post, got Necrobumped :/
You can go home now.
(Was about sunbreakers)
English
#Destiny
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1 Replynecrobump
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The damage resistance of HoS is the same as Radiance with the Radiant Skin perk. The reason Titans are surviving GG shots and the like is that a Titan can stack several more points of armor than a Warlock or Hunter. If Titans had two points of armor from their base profile redirected to recovery and agility, and maybe an additional point from the Codex talents that emphasize armor, the whole damage resistance issue would be gone. As far as the damage output issue goes, Gunslingers, Bladedancers, and Sunsingers all have abysmal damage output in their supers and should be receiving buffs in that capacity rather than being held out as any kind of standard. The problem is, it just doesn't take that much damage to kill a Guardian in the Crucible, so something that one-shots in PvP will get laughed off by every Cabal Centurion in the ranks. The new supers like HoS and Stormtrance finally feel substantial enough to make a difference in endgame PvE; these should be the standards to which other supers are brought in line.
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Slow down movement speed and reduce hammer amount. They are tanks, health should stay the same. Or nerf speed that hammers travel. Just thoughts...
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3 RepliesUgh. Still?
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I just wish the health regeneration could be staggered. That's really the only thing that bothers me about it.
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I've been making this argument all along. People don't seem to get it. It's a balancing issue. You don't get all that armor with all that range/kill potential. On a side note, they nerfed the sunsinger melee. It's no longer a one hit kill for radiance.
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Brilliant post sir. Well thought out and analytic. Bumping this up back into the conversation for the sunbreaker nerf
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3 RepliesIf anything, all that needs to be changed is the damage resistance. It should be on par with the golden gun (i.e. No damage resistance).
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2 Replies[quote]-Hammer of Sol... Uhh... Requires you to use a super charge? No, wait, they all do. I've got nothing.[/i][/quote] Allow me to point them out since you already stated that you don't do any serious PvP, so you may not know or are just being willfully obtuse for the sake of weighting an argument. - [b]Hammer travel time is slower than any other projectile super[/b]. Golden Gun fires an instantaneous bullet of death with an incredibly generous hit box. Nova Bomb travels far faster than a hammer and explodes with a nearly inescapable blast radius with the right perks. However, Nova Bomb is harder to aim and you only get one purple hadoken, so the multikill potential of the blast radius is more than justifiable. Hunters and Warlocks worth their salt can escape fiery Hammer death by utilizing a well-timed blink, or the Nightstalker's dodge-roll. Rival Titans adept at "skating" can also GTFO of danger if the hammer is thrown at long range, too. The hammers are not the f***ing dronestrike homing missiles people make them out to be. -[b]It only takes two Golden Gun bullets to kill you.[/b] Yes, [i]only[/i]. A Hunter's flaming revolver shoots almost as fast as you can pull the trigger, and hits instantly. If a Gunslinger Hunter can't put you down in a Super vs. Super scenario, there's a good chance you're fighting a shitty Hunter. -[b]Universal fear of your super makes you the highest priority target.[/b] Bladedancers know this feeling all too well. The first instinct of people when they hear your super activate is to brace for the encounter and get ready to pump as much concentrated fire into your face as possible. -[b]Without a perk, you have zero melee capability.[/b] The fiery shouldercharge attack is only available if you have the perk unlocked and active, which then sacrifices your potential with the hammer throw itself. This lack of superpowered melee capacity can make you an easy target for a skilled Bladedancer's Arcblade. Or a crazy asshole with a sword. Especially one who is utilizing an Invisibility build. -[b]Shadowshot cancels it immediately. A regular Defender Titan suppression grenade also cancels it. [/b] You want to see an awkward moment? Watch a Sunbreaker rush in to a group of guys only to suddenly be holding his rifle again looking really sheepish for a second before he is mowed down. - [b]Final Round still works. You just have to f***ing [i]aim[/i] it.[/b] Seriously. If you kept your old final round Spear or Supremacy just for Crucible purposes, apply it to the head of a Sunbreaker. Results are pretty favorable, provided you can actually get headshots and weren't one of those sad pieces of shit only using it to get OHKOs by shooting a guy's ankle. - [b]Fist Of Panic 2: Fist Harder[/b] ... the end-all of "NOPE! NOT TODAY!" persists. So... the key element of these weaknesses/counters to the Super is that they all require a modicum of skill and talent for murdering your fellow guardians in order for the counter to work or the weakness to be exploited.
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Really well written! I main a titan and am average at pvp (1.09). My counter to hunter supers was to run, unless a blade dancer was moving at me I would have a go at shotgunning them but more often than not I'd fail at this...lol So far using HoS has been interesting and I notice people now run away from me. I don't use health regen on my build and if my healty isn't 100% when I super I notice I'm quite killable. At times in pvp when people are on their super, you generally run, attempt to attack or accept your fate. I subscribe to the first two. Suggestion for new titan super: if I said reduce armour I would be saying it due to community posts but in all honesty I need more time running it to come to an unbiased conclusion. At the moment I think it's fun and seem to die on it, can't find anyone or have success and kill about 3 people.
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2 RepliesWalkaround supers are supposed to follow the following guides: Low(er)damage output highest shields: sunsinger. (Assuming you're using flame shield but then again why wouldn't you) Countered by other supers as well as just gunskill in medium long range or shotgunning upon activation. Higher damage output, close range, lower damage resistance: bladedancer Can be challenged in close range with a good shotgun melee combo but that's not guarenteed considering it's a close range super. Countered by supers and with gunskill in medium long distance or through teamshooting. Highest damage output, distance, no damage resistance: gunslinger. Not easily countered by supers but the user has to be safe enough to use it knowing they get no damage resistance. I personally find it easy to get them to waste their shots by peeking out around corners. Can be countered by gunskill and never standing still. Or murdering them mid activation. Sunbreaker currently is a bit of a nightmare to try and counter (without using a super as well) and I don't know what its trade offs are or are supposed to be. All supers have tradeoffs, even unstoppable fist of havoc still has to be close. Please tell me them for this super.
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2 RepliesIf for a second bungie gave Gunslingers damage resistance, people would throw a fit. And would still be weaker than HoS.
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9 RepliesIt shouldn't tank a gg shot, that's all IMO
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Slight decrease in dmg resistance. Nothing major, just enough that they die from sniper to the head.
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Just increase GG damage
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Bumping this since the ignorant guardians ninja'd the other similar post because they disagreed with it.
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Ive been killed by shotguns. If I didn't get behind cover auto rifles would of killed me. Got headshotted by sniper. I've killed titans in there super without super just need smart game play. Sup nades help as well
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1 ReplyHammer of Sol makes a distinct activating sound and animation that give you time to run away. Like a GS throwing knife it requires accounting for Gravity and an arcing trajectory when thrown. Plus it can be shutdown or the Titan killed by other supers or critical damage. It's fine the way is and give Titans the ranged super attack they've needed. Besides I'd much rather die to Hammer of Sol than Fist of Panic....
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4 RepliesMore like 8 grenades not 11
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3 RepliesI'm sorry but all these sun breaker posts are just stupid it's really not that op the tracking really isn't that great the splash damage isnt that large certainly no more than a nova bombing warlock or bladedancer hunter. Don't need subbreaker messed up for pve just because of people crying in pvp, sunspots wreck the warpriest
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Just reduce the Hammer of Sols mobility and rate of fire. (Coming from a warlock main) If Titans are supposed to be "tanks" they should reflect tank-like qualities. Near impossible to kill without specialized firepower, slow moving, slow firing, but the most dangerous force on the battlefield to non-specialized forces. The "health regeneration on kill" is a little crazy IMO but should not be modified.
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1 ReplyI noticed we're not including ANY of the other two Titan supers. And that doesn't require consideration? Need I remind you of the fact that every hunter super has excellent lethality, and every warlock super has excellent lethality. Now Titan's get one ranged super with excellent lethality and all of a sudden it's too powerful? Defender super doesn't net you any kills. Fist of Havoc is a one off that can possibly net you multiple kills but is not mobile. When all factors are taken into consideration, sunbreaker is almost required if not warranted. I see a lot of disregard for the state of the class itself. Now titans have another PvP option and everyone is up in arms. Remember that Titan's are supposed to be tanks. Also, the charge rate should not take more time. It should be the same. The ONLY legitimate option would be to lower the amount of time the super lasts...but not by much. Titan's now have their place in the crucible. That's not a bad thing. Finally, the aim assist on hammer is NOT a guaranteed kill. It just isnt. The aim assist on golden gun is FAR greater.
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6 RepliesEdited by FireBeard*Alchemist: 9/23/2015 7:22:36 PMLet's not forget that Sunbreaker is not just for PvP mode. I see a lot of people saying Titans have a PvP mode now. While true, it's also an amazing PVE mode for us. Now we can be more offensive against enemies and especially bosses and really deal some hard hitting damage. I really feel that Sunbreaker was developed to be for PvE more actually, just look at the perks- damage resistance to heavy enemy fire (tank), countless hammers with AoE impacts that can chain as long as you have energy to deal as many hits on a boss or clear rooms of Taken or whatever (unlike GG which has a fixed number). Sunspots to control areas of enemies (let's face it, whose really using a sunspot build in PvP-I'm sure you're out there but you are few). Killing enemies regenerates health sounds more like a PvE perk to be honest, I know it's saved my butt a few times in Heroic playlist (ok.... 'Nerf' idea: maybe have that be for Non-Guardian kills). A lot of the nerf suggestions, except maybe the DR one (as long as it's slight), would make Sunbreaker a lot less useful in PvE. When it's one on one, you're feeling the intensity of an aggressive, tank like super, now imagine what that is doing to the PvE enemies. The best Fireteams in my opinion right now have one of each of the new subclasses and when I'm my other characters, I know I'm glad to hear the sound of the anvil as fire rains on the enemies that have me cornered as I reload (or whatever) during the Heroic playlist fights. The DR has saved me a few times as I can use that when my teams in bind like just the other day, fighting the Shield Brother on Heroic. I was the last Guardian Standing (we were all about 270 light) and it was right at the end with jumpy fiery stabby Baymax and his Cannon brother and all their reinforcement were out, I had hardly any ammo and was being swarmed pretty bad. My main priority was revive my teammates. I popped Sunbreaker and threw hammers as I went but I took a full hit from 'Baymax' and barely survived but was able to revive my teammates. I'm sure glad for that DR now. RANT ahead- feel free to skip: It just turned out to be a great Pvp mode as well. I've played in Crucible as Sunbreaker and honestly, I'm so sorry to hear people taking their few or one time experiences as fact. You know I shot a GG with a Gjallarhorn, it hit him dead on... he didn't die- he still had half his life left after the wolfpacks even. I even recorded it. I'm sorry, but he took a rocket launcher, Gjallarhorn no less, to the face and survived- talk about bull-blam. Things aren't always fair or what they seem. Now before everyone goes checking my K/D, I'm a casual PvP player and half the time, I'm playing support in the sense I will take a bullet for a teammate or die denying the other team getting Heavy Ammo. Also not the best at Shotgun countering but that being said, the fact that I'm NOT having a problem fighting SB with my Hunter or Warlock says something. As Sunbreaker, I've been killed by Golden Gun in one hit- with full health. I've been sniped by 1000 Yard Stare (name?) right after I popped my Hammer. One thing I've learned about PvP is that rewards goes to those that adapt or modify. If a Titan has a build for Armor to maximize his DR, then he's smart enough to do that which would make him harder to kill. Same as if a Warlock maximized his build for that (ie Ram before patch with max armor stats)- I had plenty of high impact sniper headshots on Ram and they DIDN'T DIE! So sad, I moved on. (Please no Ram comments post-patch, I know they nerfed it, but it still gives a decent amount of DR to SunSinger with DR builds). Also, as with any super, keep your distance and be mobile. Hammers can be dodged, the further away, the less likely they'll get you. Not to mention, our hammers only regenerate after the last one has impacted, if we have to huck the hammer across the map to get to you, our super is still depleting as the hammer flies towards you- you jumped out of the way and I miss- I throw again, my super takes a hit from the toss- things play out as before= LESS HAMMERS and less accuracy (btw, the tracking is blam- it's not like Truth, it doesn't do a 90 degree course change to get you. I don't have DR build- I have most (not max) armor, moderate recovery and a ok speed so I die from your GG and your snipers. But when I'm faced with SB or BD or GG or any super, I try to counter by evading and shooting back. I killed a SB with a BD... a BLADE DANCER!!! Two hits was all it took and I used the zip movement of the super to dodge his hammers. You can't use your upclose, stand still and fire game style with this one and come on, so what if it takes two headshots on some of them, rise to a CHALLENGE, heaven forbid PVP should be a walk in the park and easy. Sorry for the long post, was a bit of an emotional response, my apologies to the OP. Cheers and have a nice day.