So I've been noticing a lot of attention directed towards Sunsingers lately and as there always is in this community, lots of hate flying everywhere from everywhere.
Let's talk about these Sunsingers.
There is nothing INHERENTLY wrong with the subclass, unlike some classes (looking at you, pre-nerf Sunbreakers). All of the issues with the class stem from the Viking Touch Firebolt build, with bonus points if you use Voidfang as well. There are several concerns with this build so let's look at them point by point
1. They are too easy to hit people with. Seriously, the range on them is such that unless you have Blink or Shadestep, your best chance of avoiding them is pure luck.
2. They burn for far too long. Roughly estimating the firebolts burn for about 10 seconds, doing about 150 damage in that time. Most of that is in the initial impact, which means that you are immediately taken to around half health and kept from healing for 10 seconds after that. After those 10 seconds, you still have to wait for health regen to start, which is another few seconds. Then, after another 3 or 4 seconds, you can finally rest easy, back at full health. This leaves you extremely vulnerable for about 15 seconds from just one grenade!
3. High Discipline. If you have max recovery, you can recharge your grenades in under 30 seconds. It seems kind of ridiculous that during half of that recharge time, anyone you hit with your grenade will STILL be reeling from its effects.
Now I know what many of you are thinking,
[b]"Why are the Sunsingers only now being complained about? After all, Sunsingers haven't significantly changed in the last year or so, right?"[/b]
While Sunsingers themselves haven't changed, almost every other part of Destiny has. We've suffered through the reign of Thorn and Last Word, cried out in horror at the sheer unfairness that was the godlike Sunbreakers, and had shotguns progressively nerfed into the ground. During all that time, the Viking Touch burn build was known about and considered a nuisance, but one heavily overshadowed by all of the aforementioned issues. Now that they have all been nerfed or balanced or tweaked or whatever, the nuisance that was the burn build has become one of the most problematic issues in PvP. If you think about it, this is actually a good thing. It means that Bungie is actually getting somewhere with their attempts at balancing, and I should note that practically any subtype of weapon is now at least somewhat viable in PvP right now.
[b]So what should be done about these Sunsingers. Nerf 'em into the ground?[/b]
No, not at all. At the most, this problem can be fixed by simply rearranging the perk tree so that Viking Funeral is in the same column as Touch of Flame. Nothing else needs to happen. Without Viking Funeral, Firebolt grenades are completely fine. And without Touch of Flame, Viking funeral can't be used with Firebolts at all.
Oh, and for all of you guys who are thinking
[b]"Stop all the nerfing guys, you're ruining the game for those of us who play PvE!"[/b]
This change would not really affect PvE at all, since when was the last time you used this build for PvE? Fusion grenades or Solar grenades are almost always better for PvE than Firebolts are in my opinion. And on a more general note, remember back in HoW when Bungie buffed shotguns to amazing levels, but ONLY for PvE? Well, that goes to show that with a little effort, Bungie can seperate weapon balancing in PvP from those in PvE. Though admittedly that was just a simple hidden perk that only procced on minions of the darkness, so it wouldn't help any other stat changes... But with the current state of the meta right now, I'd say that any major changes to weapons would be unnecessary barring unforeseen circumstances.
Hopefully this post has served to address the main concerns of those who do not want to see Sunsingers nerfed, in a less... hostile... manner than the simple "OMG Bungie plz nerf kthxbai" posts out there.
tl;dr: Firebolts have too much range, and burn too long. Fixing this by putting Viking and Touch on the same column doesn't affect PvE because who uses firebolts in PvE?
edit: typos bug me
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They just abuse the firebolt grenade/Viking funeral combo. I remember when people didn't use it. Now I just see no-skill warlocks using it because everyone else is.
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Edited by kh3ll3dros: 2/14/2016 5:20:31 PMI've been warlock primary from day 1 and if they nerf it they nerf it. But, I want to see the following changes as well. Lightning grenades dropped to 2 pulses of 61 dmg each. Pulse the same. Tripmine goes to 122 dmg No tracking on scatter or that bouncy one blade dancers have. Both cap at 122 for full dmg. Solar and void can do max 122 dmg and last 4 seconds. Same with void one that sticks to wall. Remove toxin from smoke and make it a grenade. Or just make it a grenade that last 4 seconds for 122 dmg. Void wall and flame wall pulse 2 times for 61 dmg each. All sticky grenades do 122dmg. Arc bolt does not chain and hits for 122 Storm hits for 2 pulses, 61 dmg ea, no chain. Can't forget that titan grenade that causes burn and can 1 shot kill multiple people. No burn, 122 dmg. Then remove all melee capabilities, besides a standard 61 dmg punch. Then everyone gets the same weapon of each type. All balanced to do exact dmg and same ttk. Remove all special weapons, heavy, and supers. Then we rename the game battlefield fantasy land and be done with it. Every job has its perks that are stronger then others. I'll beat it into the dirt and say it again, don't like it, leave or play pve only.
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2 RepliesEasiest solution is to shorten the burn time but leave the overall damage intact. That way Sunsingers still have their effective perk combo and other guardians aren't pinned down for as long.
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1 ReplyIn my opinion the hunter smoke + grenade thing is more annoying. If u get hit by it u cant get away. When u get hit by a firebolt u can run but with the smoke u have nearly no chance to survive.
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11 RepliesI still think solar grenades with viking funeral and touch of flame can be so much more deadly, that's what I run PvP or pve and that combo melts way harder than firebolts. So I'm saying please don't Nerf the one redeeming sub class the warlock has (grenade wise), bungie killed scatter/manacles combo, axions are OK, just like firebolts you either have to damage someone and go in for the kill or vice versa. Stormcall grenades are meh the storm grenade is the best option there and its so hit and miss. But hunters have 3 great grenades, scatters, tripmines, "wombo combo", all deadly on there own. Titans lightning grenades, solar grenade, well they only have 2 but concussions are awesome. So don't kill the warlock one hit kill grenade while the other class keep their most deadlies untouched.
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4 RepliesEdited by Runaway: 2/14/2016 4:39:57 PMWell.. Just wait for Shinobu's Vow.. People will cry for swarm grenade nerf..
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2 RepliesI don't like the idea of moving perks around. Too many balance issue we might not be seeing. I'd say a very easy fix that would leave combo working as intended, would be to reduce the burn duration in PvP. It should still suppress a guardian, as that is the point of the grenade. I'd be happy if total suppression time was closer to 10 to 12 seconds than the 15 to 20 seconds it causes now, depending on recovery time.
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15 RepliesTl:Dr: Lots of players suddenly realising that they suck without a full fire-team to share the load & desperately searching for a reason that keeps their ego's intact.
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Precedent for Nerfing blink. Cycle of nerfs.
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1 ReplyFlame sheilds should only proc on melee kill...
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2 Replies[quote]tl;dr: Firebolts have too much range, and burn too long. Fixing this by puttint Viking and Touch on the same column doesn't affect PvE because who uses firebolts in PvE?[/quote] Not sure if you thought this through man, so let's go down this rabbit hole together. If we move Touch of Flame out of the last column then we obviously need to move another perk into its place from the Viking column. Since the whole point of what you are saying is to break up the VF+ToF combo then that means extended radiance will move into the last column. Ok so let's explore this. Warlocks will now have to choose between an extended burn, or the actual burn itself. Clearly they will choose the burn itself right? No sense extending a burn you don't have. But here is the thing.....now we can choose gift of the sun which gives us a second "ignitable grenade" You've made this perceived issue [b]worse[/b], not better. Do some quick math man. Which is more dangerous to you? One Firebolt grenade will extended burn, or two with normal burn. I think you will see that this is a bad move. I'm glad there is so much focus on this issue though, makes me happy that my double fusions are off the radar. Nothing like having two insta-kills on tap anytime I like.....every 24 seconds.
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Bump.
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1 ReplyThey should do what they did with thorn, they need the damage taken from 7 to somewhere around 3-5 doesn't make the grenade utterly useless because duration is the problem but you can't get rid of that because that would make one perk useless
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3 RepliesI agree with you, except for the range. It seems that sometimes they just don't hit their target. I've thrown them right at people's feet before only for them to take no damage. However I don't see anyone else on the forums with this problem, so I'm probably just using them wrong.
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2 RepliesSunsingers remind me of MIDA. MIDA hasn't been changed at all just with the ups and downs of other weapons it has risen to prominence
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2 RepliesOr they could just leave it alone. It is really not that big of a deal.
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I support swapping the 2 perks on the subclass an i main a warlock, have since day 1, swap it with the dual grenade perk
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I'd like to point out that once bolt grenades "activate" you cannot dodge them unless you hide behind a wall or something
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9 RepliesThis class is about strong grenades since this subclass revolves around a super that recharges the grenade quick. All people do is complain here. This is why I hate this toxic community. If they nerf sunsinger it'll also effect pve.
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