I think SunBreaker got nerfed too hard. What do you guys think?
-
100% agree... give back 55% damage resist and fix hammers explosion radius and hit detection.
-
Faster hammers slight armor increase. With this being said. GG more armor Blade dancer more armor. Shotgun. Buff. The armor on sunbreaker the same as on lighting hand fist thing's, Oh stormtrancer.
-
4 RepliesI have stopped using my Sunbreaker in trials as it is dog shite and I got one shot by a sniper in a sunspot
-
I definitely read that as "Sunbreaker needs a nerf" And had to do a double take. These forums have conditioned me in such a negative way... But honestly, what does that say about the community.
-
2 RepliesNope, my friends can use hammer perfectly fine, doesn't need a nerf or a buff.
-
1 Reply
-
As a Main Hunter from Beta, please allow me a moment to give my two cents on this subject. Prior to the Sunbreaker Nerf, I felt greatly disadvantaged by Sunbreakers. I felt their hammers moved too quickly, that the tracking was too good, and the damage was too high. This, combined with their high defenses and Cauterize having no CD meant that you essentially couldn't stop them once they got going. However, even I believe the nerf went too far. The tuning that Bungie did to Sunbreaker actually makes them more like Sunsingers: Only difficult to deal with as close ranges. This is something I don't agree with since Sunsingers are probably the least threatening class in PvP (your opinion may differ).That is why I propose the following changes: 1. Increase the hammer flight speed. Do not return it to where it is at, but they definitely need to be faster than they are now. At their current speed, anyone beyond the effective range of a hand cannon can avoid hammers as long as they are environmentally aware. 2. Allow explosions from hammers to deal consistent damage regardless of where the hammer stuck. While this view may be controversial, but the blast radius on hammers isn't that big. I'd put it on par with the explosive radius of a sticky grenade, which is fairly small. Having the damage reduced based on how close someone was to a small area just punishes players while contributing nothing to the "skill requirement" to use the skill effectively. 3. Actually fix the damage. In the Nerf that Sunbreakers received, Bungie said they reduced the damage that Hammer of Sol dealt so that only the highest armor classes could take a hit. This being said, not everyone uses a Highest Armor build in PvP, choosing instead High armor build for that slight increase in Agility/Recovery. If what Bungie reported was correct, then someone using High armor over Highest armor should be killed in a single hit... but that is not the case. High Armor users need 2 hammers to down. This wouldn't require a large damage increase, but HoS needs to reflect Bungie's intent of only allowing the Highest Armor to survive more than 1 hammer. Nothing else needs to be addressed if the above three points are. Even the tracking may actually be fine now if the hammers actually moved faster because their current rate of speed makes any kind of measurement next to impossible.
-
4 RepliesJust fix the blast radius of the hammers. Boom
-
They need a buff
-
10 RepliesHonestly for the ones defending this troll, you guys are skrubs. Do you struggle that bad to get kills with a sunbreaker? Then you guys are trying to back this foolishness up with links and shit. Smh no wonder Destiny is casual. MODS delete this fools post.
-
6 Replies[i]remember bladedancer?[/i]
-
The super doesn't need buffed, it needs [i][u]fixed[/u][/i] The sunbreaker super is perfectly balanced when It does what its supposed to do. But sometimes it does a weird thing and prox det activates too far out and the explosion doesn't kill them. I dont know if its when you have forgemaster on or not (I heard something about that a few days ago.)
-
If they fix the actual hammers themselves it might be a super worth using agn
-
I saw sunbreaker needs and tapped on it preparing to paste in my shut up with the nerf post paragraph but I agree it doesn't however need a buff to armor or health regen perk
-
Typical over nerf by Bungie
-
6 RepliesI understand the nerf. I do. I'm a Titan main and I can say that SunBreaker needed a [i]slight[/i] nerf... But when I hit a person dead on or near them and they don't take damage, something's wrong. I can't even kill a Stormcaller from a distance with three hammers. Tried killing a Bladedancer at shotgun range and got one-hit killed.
-
I agree. It's actually (in my experience) detrimental to pop your hammers now. They are either immediately dodged, hits don't register, or register almost no damage. And make you a huge firey target with limited evade options. I can get kills easier with gun skill than hammers, and that wrong. Don't care about the armor nerf, cauterize in super is pretty much useless now, flameseeker never really tracked much, and is a moot point waste of a node now. Making the hammers slower was a game breaker, messing with blast radius was a game breaker, prox det causes blast radius to cancel itself. They really did screw up the subclass. Incendiary is fun, and that's about it. The subclass that's built around a super, now has a shitty super. It was fun and new while it lasted, it just sucks that I'm basically forced into striker (tho I love striker!) to play pvp, when I can play any of my other characters subclasses and have success.
-
It is fine the way it is.
-
Titans should get a damage buff but leave the armor the same.
-
2 RepliesI think they need a slight tweek/buff to make them a bit more competitive in pvp. The nerf went a bit too far. The current striker buff however is great. Punching is fun times and everything else feels good
-
11 RepliesOhh but bladedancers were forced to adapt and now that you have to you're gonna gonna complain ? Riiiight stop being a damn pussy ! Use defender like cool titans and striker like the awesome ones not Hammer of Sol like the wannabe titans fgt
-
7 RepliesPlease explain to me how they got nerfed "too hard" and how they could possibly need a buff.
-
Edited by SLASHER88BRAVO: 12/25/2015 11:23:37 PMI competing agree. I don't think the hammer taking needed to be nerfed as much. I like the melee buff but i just don't think it has enough going for it in the non-super dept. The only issue i ever had was the damage resistance. I like the timer they put on carterize (maybe a but too long) but I've always felt the rest of the class needed a buff.
-
My Grandfather smoked his whole life. I was about 10 years old when my mother said to him,'If you ever want to see your grandchildren graduate, you have to stop immediately'. Tears welled up in his eyes when he realized what exactly was at stake. He gave it up immediately. Three years later he died of lung cancer. It was really sad and destroyed me. My mother said to me- 'Don't ever smoke. Please don't put yourfamily through what your Grandfather put us through." I agreed. At 18, I have never touched a cigarette. I must say, I feel a very slight sense of regret for never having done it, because this post gave me cancer anyway.
-
Well seeing as their recent update "somehow" moved the decimal point over for the much needed auto buff, I wouldn't be surprised if there was another typo there. I have noticed that the slower speed of hammers is making it more difficult. And maybe 1 in 3 hammers thrown that I see DIRECTLY impact someone just do absolutely nothing.
-