What I was trying to say in my comment is that every super ability has both advantages and disadvantages. I don't actually want Hammer of Sol to be nerfed, because having a Sunbreaker Titan in your fireteam is awesome--I'm sick of PvP balancing issues affecting PvE--but the subclass is the only one where the super ability has no disadvantages: easy to aim hammers, large blast radius, causes burn damage by default (both Gunslinger and Sunsinger need specific perks for burning damage), lasts longer than any other super which allows lots of hammers to be thrown, grants high damage reduction, and has a perk tied to it that regens health on fire based kills (melee + grenades + Hamer of Sol). If you can tell me that there is a downside to that, I'll tell you there is a downside to drowning in pussy.
I will admit, some of the other supers don't have such extreme negeative aspects (mainly Bladedancer and Stormcaller, and one could argue Golden Gun and Shadowshot too), but they all still do have some kind of downside. Not Hammer of Sol, though. Everything about that super is, well, super-duper.
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Well i just really hope they don't nerf the armor reduction. Something else like the hitbox of the hammers by like 10% off the edges and 5% less pull on the Flameseeker perk. but I was using my striker the other day in pve and I think that super and maybe nova bomb need like maybe a 15-20% damage buff for non guardians or something no?
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[i]All[/i] the old supers need a buff (particularly Bladedancer and Golden Gun in my opinion). For Sunbreakers, I'd be happy if their super ran out a bit faster and cauterize was changed to "when your super is charged, health regeneration occurs instantly after taking damage." As I said, I don't want to nerf (goddamn, I hate that word. Gets used so often with this game) them, just make them less overpowered.