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Edited by BarbaricHam : 12/10/2015 10:07:30 AM
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The TRUTH behind the Sunbreaker

So i commented in this post recently [url]https://www.bungie.net/en/Forum/Post/176297164/0/0/1[/url] and i received an overwhelming amount of replies. I'd like to get this out to more people than just those on that one post, so here is my argument for the sunbreaker. The sunbreaker is a 100% super-focused class, meaning that the 6 bonus perks in every subclass meant to enhance gameplay are ALL super-focused. the hammers take skill to use at long range due to the arc and travel speed of the hammers. they are not always a one hit kill, many times, it will only partially damage an enemy if the hammer is a little off. everyone's data on time varies, and people tend to use the most extreme case for the hammer of sol lasting longer than it typically does. it can only achieve such a high time of being active if the player uses the perk where standing in a sunspot will increase duration AND the perk to increase duration. This means not using the cauterize perk to regen after kills with the hammers. people have discovered NUMEROUS ways to counter the super, making it not the tank that people seem to try to make it. Let's talk about other supers, since that has been a large argument. stormtrance, while activeley being used as a hammer of sol would be, lasts the LONGEST out of every super. Bladedancers have been over-nerfed (thanks to the same people whining about sunbreaker), however, they have the "super op" perk that sunbreakers do to regen health AND a perk to grant more super energy on kills. radiance is primarily used for self-rez and has no real offensive bonus in pvp, so we can leave that out. golden gun, you get 3-4 shots, which is less than your 7 hammers if you are constantly throwing them, but golden gun is 100% accurate, is not impacted by range, and has perks to not only enhance the super, but gameplay while NOT USING THE SUPER. the sunbreaker has ZERO perks to enhance out of super gameplay, unlike EVERY other class in the game. The nightstalker (for pvp) is pretty much an enhanced golden gun, so you can go back to golden gun for that argument. Nova Bomb and Fist of Havoc are not duration-based supers, so we can leave those out entirely. Ward of Dawn is not an offensive super, so that too can be left out. This covers EVERY other super in the game Just keep in mind that the entire subclass is focused on the super, so there is not gameplay value outside of that such as shadestep, shouldercharge, increase grenade duration hunter wall-hacks, or chain lightning on grenade damage. The subclass SHOULD have a more powerful super than any other class, because the nature of the subclass is 100% for the super. arc blade was over-nerfed thanks to people whining about it in year one, the same will happen to Titans' only good subclass for pvp if this continues... Addition: Please take into account the other parts of the subclass. Every subclass a set of 6 perks to enhance gameplay. All of these are for the super in the sunbreaker class. I've said this before, but it is many times glossed over. Typical comment on how trending this is: Geez, nearly 1000 comments. With the original comment that inspired me to make this post, it's over 1200! Thanks for the feedback, I really enjoy debates. Special thanks to those of you supporting me and especially those of you who respectfully disagree and have have a sensible debate. Keep up publicizing both sides to this issue. Unfortunately, Titans did get the nerf, and were hit hard. This sums it all up now https://twitter.com/barbaricham/status/674774038590308352 thanks for the good debates (for those that didn't resort to insults) have a happy holidays!

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  • Ward of dawn and radiance can be super offensive. Radiance can eat rockets. And WoD would be a offense /defense in PvP. Mainly offense based on how you use it.

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    • I self rezed and a Titan punched me three times before I could get out of the animation and he killed me with the burn before I could even move. Yeah no though, super weak without super

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      • 1. GG is not 100% accurate. 2. GG IS impacted by range. That is why there is a range modifying perk.

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      • Thermal vent and melting point nuff said

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        • Gunslinger's perks are not that great for PvP - I'm not sure why this keeps being mentioned. Grenade for GS is okay but easily countered, and requires precise placement. I can't tell you how many times I've chucked it at a wall, only to have it hit the exact wrong angle and be completely useless. Throwing knives are about the only advantage they get. Now, on to the supers. GS? 4 shots max, no armor, no health regen. Easily countered by sniper headshots or shotguns (No melee combo needed). Can't 1-shot a Sunbreker super (I actually am fine with this), but can 1-shot all other supers. Hammer of Sol. Insane super duration, 7 hammers max, ability to heal on kill. Sniper headshots only OHKO if you're using Black Spindle or LitC Eirene. Shotgun/melee combo? Nope. Can 1-shot GS, and from what I've read (not played with subclasses for a while), BD and Sunsinger (w/o Radiant Skin?) Only realistic counters are Nova Bomb or FoH, or Nightstalker (which generally is traded out, I hear). Stormtrance is actually a battle it seems, with a skilled Warlock winning with Ionic Blink. Running is NOT a counter for any super. If you try to say to run from HoS, you clearly have no idea what balance is. ANY other super can be challenged by skilled hand, but HoS just tanks that sniper shot, kills you, and laughs while he heals. No other super can say that. So yes, HoS is not balanced. I don't want a huge nerf to it, but it definitely needs toned down. It has the most defensive capabilities of any super, and arguably the most offensive, as well as health regen and mobility. PS: For any that say "Titans were so bad Y1, its about time!" Crucible is meant to be BALANCED. Nothing should be OP. NOTHING. Period. Also, if you wonder what I play on, I've played on all 3 characters. If you think subclasses are unequal, then stop relying on them and learn to shoot better. Gun skill trumps all.

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          • This class is strong, super aside. Great movement, grenades, health regen on solar kills. Good variety as well in builds. The statement was invalid pretty much in the first paragraph. The super is broken and needs a fix.

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            • Edited by Chucktown: 12/2/2015 9:26:56 PM
              Except you have a melee that spawns a sunspot and two of the best grenades in the game AND a perk that lets you regen Healy each time you get a kill with said melee,grenade or super but other than that your right

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            • Just take away the health regen - or make it incremental per kill and halve the damage resistance the super gives (1/4 total damage resistance regen per kill, or about 50 damage) and it's fine. The nade perk is super good anyways and will be even better with armamentarium inc. Inb4 people whining for nerf to magnetic grenades (because we all know that tracking is BS)

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              • THE CLASS HAS AWESOME.NETURAL GAMW THIS ARGUMENT IS VOID IN THE FIRST STATEMENT

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              • Lmao, so THIS is where my friend screen capped a post from! We had a good laugh at your expense

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                • From your comments it seems you dont play hunter much if at all. Cannot use hungering blade AND encore as they are in the same tree, its one or the other. Honestly after all the stealth nerf who really plays blade dancer now that its a shell of its former self? Golden gun is really not that accurate unless using dead eye perk and even with that it allows you to be a few pixels off and still get a kill and it has significant damage drop off after midrange. Sunbreaker has no perks that enhance gameplay when not in super....... not true. Cauterize is an all in one perk, you get health back from any ability kill be it melee, grenade, or super. Cant remember the name the perk but it increases agility and reload speeds up to 3x but no picks it. Sunbreaker has 2 of the best grenades in the game and a 3rd one thats great at zone control. Titan is the fastest class regardless of points allocated into agility (oh hello max armor and max recovery and still the fastest). There is also a nasty build where you can have a grenade every 12 seconds if you dont use your super, just wait til armentarium y2 comes back and you will see tons of grenadier sunbreaker builds. Throw the best super on top and you have a damn good PVP class.

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                  • I stopped reading when u said that golems gun is not affected by range. It is. Don't tell me it doesn't matter much because I still remember when I was using the ram (ya I was that guy) and was not one shot by a golden gun. Secondly the blade dancer regen perk is different from the sunbreaker.

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                    • Imma just leave this here...

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                      • Super strong burn melee Fusion grenades that trigger Cauterize Titan Skating Choosing tracking hammers also increase both Recovery and Armor. The only perk tree in the game that gives bonus stats to TWO attributes at once Add to that Hammer of Sol...... I don't think i'll need to explain how powerful this is as we have all either thrown hammers or have had hammers thrown at us.

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                        • Sunbreaker is over powered there is seriously no denying. There is some skill to using it but in all honesty it's used in pvp by some and I'm not saying all because they are sub par players looking for an advantage to boost their own crucible rating. We all know that crucible rating means everything in this game......not. The main people who defend sunbreaker in pvp are the same ones I just described. Like it or not.

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                          • I believe I have an idea that balances them while not nerfing them to the ground. Make them have 4 hammers instead of 7 and nerf the super from 26 to 13. Their damage resistance will be nerfed from 55% to 50%. This way it has the same duration as golden gun but with 1 more hammer. And since hammer has travel time you have the damage reduction that golden gun lacks. This is IMO the best solution.

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                            • Thank for the input now we know not to nerf the subclass. Only problem is that everyone want the super to be nerfed not the subclass. Nice try

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                              • Except that you don't see the point. We aren't complaining about the Subclass, we're complaining about the super. The super is broken and OP. Think of it like this: In chess, every piece (except pawns, the queen, and the King) are about equally balanced, each having a downside and an upside. Every other super is a Rook, Knight, or Bishop. Sunbreaker is the queen. Sure the other pieces can kill the queen, but the queen has the most upsides and little to no downsides. Do you understand? The Sunbreaker has no downsides. Golden Gun has very little damage reduction. Bladedancer is very close range only. Nightstalker is one and done and is slightly hard to aim perfectly. Voidwalker is one and done. Radiance has very little offensive capability. Stormcaller is extremely slow and doesn't have as much range as other supers nor can kill as fast. Striker is one and done. Defender has very little offensive capabilities. Sunbreaker has [b]no[/b] downsides. Everything about their super is good. We just want something about the super to be slightly bad or decent. Right now, everything is good. Slow the hammer travel time, or reduce the armor, or make it so you can't sprint, or make it so you can't jump, or make it so the hammers aren't a OHK, or make it so the health regen is very little, or make it last shorter, or reduce the amount of hammers, etc. Do something to the subclass so that it isn't as broken or OP when compared to other supers.

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                                • Technically Sunbreakers have four skills that can be used outside of the super: -Simmering Flames decreases the cooldown on melee and grenade abilities when the super is full. -Cauterize grants health with [i]every[/i] Sunbreaker ability kill. -Fleetfire grants bonus ahility and reload speed with [i]every[/i] Sunbreaker ability kill. -Fire Keeper grants an overshield while standing in a sunspot (which there is a melee perk allowing you to generate a sunspot on a kill) even without the super. I have literally tested this so don't attempt to "prove" otherwise. This means four out of the six extra perks (the majority!) don't even require the super to be used to activate. The problem, as you so helpfully pointed out, is that there are clearly perks that stand above the rest. There's no perceived downside from choosing Cauterize over Fire Keeper or Simmering Flames. This is in contrast to your Bladedancer comparison. Both Encore (super kills regenerate super energy) and Hungering Blade (super kills and Blink Strike regenerate health) are in the same tree. You actually have to make a choice with every other subclass in this game when it comes to perks. Sunbreaker is probably the only subclass to have a "correct" build: Forgemaster, Flameseeker, and Cauterize.

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                                • You're kidding me right? "Golden gun is not impacted by range" pppfffff

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                                  • I've mained a Titan for over a year now and at one point had 3 of them simultaneously. I play a lot of Crucible. Hammer of Sol is the most broken pile of bullshit I've ever seen in this game. It is literally ruining the 6v6 playlists worse than any other super ever did. It is semi-manageable in 3v3 and Rumble so long as there isn't 3-4 of them in one match. That damage reduction needs to be brought down so that they can be counter sniped.

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                                    • Sunbreaker isn't the best Titan class for PvP...it's the easiest to use yes but as you said is 100% Super orientated. Striker on the other hand is insane if you can master it. I haven't mastered it yet but am getting there...and god damn it shred if you catch people in the right situations...trick is forcing them into that situation though.

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                                    • Arcblade vs hammers https://www.youtube.com/watch?v=1hxDOBJBMYg&feature=youtube_gdata_player

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                                      • Would you like it if us hunters had 7 GG shots?

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                                        • Good points. I never thought of it that way. I used to HATE sunbreakers until I discovered how fun it is to frustrate them by just staying airborne and having them follow you around wasting all their hammers ending up only getting one kill, even if it's me. I do like how Tlaloc rewards warlocks for not using their super. I think each subclass needs one weapon or OP perk that does that. That's essentially what balance is. Not necessarily eliminating anything OP, just making you sacrifice something good to use it. Like Stopping Power in COD. The worst thing COD did was allow players to use cold blooded/ghost/assassin/blind eye, etc, without having to give up something equally powerful.

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                                          • Arcblade can't kill anyone across the map like sunbreaker can, also the sunbreaker lasts longer than arcblade. Golden gun isn't 100% accurate as you can also miss and sometimes, sunbreakers can't be killed in one shot, which is bullshit. You also don't get any shield or extra armor while using golden gun and the super also don't last for long.

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