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Bearbeitet von ByteMyPixels: 10/22/2015 3:10:25 PM
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Sunbreakers are NOT OP, they are a Paradigm shift

Consider the following. [b]TITANS ARE JUST FINALLY FILLING THEIR INTENDED ROLE[/b] 55% reduction is the standard for Radiant Skin Sunsingers and Sunbreakers The thing is that most Sunbreakers spec for max armor, and will opt for Armor boosting gear when using their only PVP sub class. Since Titans in year 1, never were really seen walking around with their supers for that long (Defender just stayed put, and Strikers were 1 and done). Most people are not used to high armor characters. Titan's armor, will always out class every other class for armor. So we don't have a super problem we have a mind set problem. The health regen isn't an issue because its a perk, that requires a kill, just like hungering blade for blade dancers. The reason why it extends to all the titan abilities is because their melee is useless. Now the reason why blade dancers die during their super is because hungering blade is the best perk to use period, and that perk is useless with low recovery. Since Hunters focus on agility, the only good build is to try to max recovery and agility, (also agility because it helps them get to their target quicker). Now we have the polarizing character. A high armor beast. Titans can not get max agility and recovery, so they will focus on Armor and recovery since it mixes better with cauterize. People are just not used to that. A [u][b]weak[/b][/u] argument would be "Titan Skating", ok fine, but titan skating doesn't work well on all maps. Sector 618, for example, Titan skating is next to impossible. The low ceilings trip them up and you don't typically want to risk it for the mid section where a miss timed burst leads to a very Super Mario death. Maps like Banner Fall and Pantheon where there are high ceilings and lots of straight lines are good for Titan Skating. So with the limit map selection where titan skating is a variable option, it is a non-factor. OK so lets address the head shots. In Naroon's Video, [url]https://youtu.be/Tg8B4R3zRuo[/url] It was well done, but it never accounted for radiant skin Sunsingers. This is HUGE. It changes the way Sunsingers are used. Firebourne Sunsingers are REACTIVE, and Radiant Skin are PROACTIVE. Meaning one is going to go hunting (Radiant Skin) and one is going for revenge (Firebourne), That being said Sunsingers can get the same armor boosting perks like sunbreakers that give a further boost to their armor. Add flame shield to the mix and they have armor that eclipses the Sunbreaker. During standard PVP, (not IB or ToO), they can rock a RAM on top of all that as well and just be stupid tanky. At this point snipers headshots won't matter like sun breakers. Now if you factor in cauterize the debate shifts to what is better ARMOR or RECOVERY? Consider this, Cauterize will disengage after they next shot the titan will take. Think of the Red Death Perk, Its great if you run into 1 person, but after a group its not so good. Where as Flame shield is applied INSTANTLY. Flame shield roughly adds 75 extra HP to the Sunsinger. When all is said and done a Sunbreaker max effective health pool is at 215 with 55% Damage reduction, and a Sunsinger can have a potiential max health pool of 300+ with the 55% Damage reduction. AKA Soaking the Sleeper Simulant. I hope this can further explain why sunbreakers are not as OP as people say they are, they are merely a paradigm shift in how crucible is being approached. As a community we have to accept that the health pool is now deeper than it was before, and that doesn't mean its "unbalanced", since the water is always level at the top. [b][u]EDIT[/b][/u] [url]https://youtu.be/Fu6rVyQ3gUo[/url] Datto's research into damage reduction based off of Rocket launchers. [b][u]TL;DR[/b][/u] 1. Sunsingers = Sunbreakers damage reduction. Illusions of greater damage reduction is because of Titan's naturally higher armor stat. 2. Sunsingers can stack more armor if built correctly. (Radiant Skin + Flame Shield + Solar Subclass Armor + Ram) (Even with out ram and solar sun class armor, a sunsinger that activates flame shield can soak a Sleeper Simulant shot, a Sunbreaker can not) 3. Bladedancer = Sunbreakers= Since hungering blade works just like cauterize its based off of recovery. A bladedancer can not max Armor and Recovery, so most spec for as much agility and recovery, meaning their already lowest armor class doesn't appear to have the same damage soaking potiential. 4. Sunbreakers are not op, its just a symptom of high armor becoming in style for PVP, instead of the year of blinky jumpy builds. [u][b]EDIT 2[/b][/u] Wow what an amazing response. 34 likes and with the exception of some butt hurt try hards, people seem to agree! Glad to hear reason is a thing on these forums [b][u]EDIT 3[/u][/b] Apparently people are finally understanding that a Sunbreaker isn't OP, its the fact that titans are finally filling their intended role. 61 LIKES!!! [b][u]EDIT 4: READ BEFORE COMMENTING[/b][/u] [url]https://www.bungie.net/en/Forum/Post/165109540/0/0[/url] Here is a guide on how to debate that a Sunbreaker is OP. While my post focuses on the fact that no part of the Sunbreaker is OP when compared to the other supers. [b]DaRealMudkip[/b] address common arguments. [b][u]EDIT 5[/b][/u] The support for reason continues as this thread is now trending! 89 LIKES IN UNDER 24 hours HOLY SHIT! [b][u]EDIT 6[/b][/u] 170+ "LIKES" !!!!!speak volumes people. I think that the consensus is that Sunbreakers are in fact [u]NOT[/u] OP as said by the community. [b][u]EDIT 7[/b][/u] BALANCE RECOMMENDATIONS FOR NEUTRAL GAME The Sunbreaker has a horrible neutral game because Bungie has deemed the titan unworthy of an effective melee, and no homing grenades. So how do you counter this. Well you can not up the neutral game with out taking away from the super game. With out touching the ARMOR 1. SWITCH FORGE MASTER AND SIMMERING FLAMES- This is not a nerf, this would mean you can either get more hammer with bigger blasts, OR you get health regen. NOT BOTH. At the same time this will allow Health regen, and more grenades and melee. Making a sunspot built an actual usable class in PVP 2. REDUCE HAMMERS BY 1 AND INCREASE SUNCHARGE BY 1-Suncharge eats up a lot of super energy. Again people aren't using this ability because why should they, a hammer does the same thing and doesn't need to be in the person's face. So having suncharge a higher risk maneuver take less energy is a trade off. That said the balance would be the roughly 7 with Hammer Forged or the 6 without, (in ideal conditions) will be reduced to 6 & 5 respectively.
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#Destiny #Classes

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  • I would agree if you didn't throw god damn nuclear hammers.

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  • Meh just think health regents should leave because blade dancers can regen but at close range, but idc really. A well timed nova bomb can end them quickly anyways

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  • It's almost like you All forgot the storm caller can blink..

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    3 Antworten
    • biggity bummmp

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    • Re: Edit 2: If you're trying to argue a point, calling anyone who disagrees with you a "butt hurt try hard" doesn't help your cause. Stick to logical arguments, your data is pretty good at telling it's own story. Name calling wins nothing. Sunsinger vs. Sunbreaker is a bad example. Sunsinger is in no way as lethal or even remotely close during super activation, and the application of an overshield which requires melee range to activate is not a good comparison vs. cauterize. If you want to compare apples to apples, then cauterize should only activate on melee attacks, or Sunsinger flame shield should activate on grenade damage. Can you imagine how people would react if that was the case? "Warlock master race OP." How about if Stormtrance had a cauterize effect? While Sleeper Simulant is cool, I wouldn't see myself or many others using it in PvP, but who knows maybe it will become the new meta. I agree that the new Supers are a meta shift, and I and many others don't like it. Extra long supers with a ranged attack, high lethality and massive tankiness don't make for a fun PvP experience, plus with an abundance of easy kills via super, more orbs drop which means more supers. If Bungie feels like the class is too super-oriented and the super as it exists is OP (it is) then maybe a buff of the other perks is in order, if the Super is going to get nerfed. But as it stands, HoS is broken - in PvP. It doesn't compare favorably to any other super, because it has all of the benefits and none of the drawbacks of every other super in the game, combined.

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    • Bearbeitet von GrundleBundle12: 10/21/2015 9:58:22 PM
      1. Sunsingers = Sunbreakers damage reduction. Illusions of greater damage reduction is because of Titan's naturally higher armor stat. [b] Some people may be under the assumption that it is higher, but you are correct, and it is not. [/b] 2. Sunsingers can stack more armor if built correctly. (Radiant Skin + Flame Shield + Solar Subclass Armor + Ram) (Even with out ram and solar sun class armor, a sunsinger that activates flame shield can soak a Sleeper Simulant shot, a Sunbreaker can not) [b] Again, you're correct. That last fun fact I did not know though. Thanks for the info[/b] 3. Bladedancer = Sunbreakers= Since hungering blade works just like cauterize its based off of recovery. A bladedancer can not max Armor and Recovery, so most spec for as much agility and recovery, meaning their already lowest armor class doesn't appear to have the same damage soaking potiential. [b] Here is where I start to disagree. Blade dancer and sunbreakers are similar due to hungering blade/cauterize, but bladedancer is a CQ super with low damage reduction. On the other hand, a sunbreaker can kill you anywhere from any distance with higher damage reduction. For arguments sake. Say you and your whole team are lined up next to each other in a line spread about 5 feet apart. Across from you is a bladedancer about 20 ft away. Just out of range of razors edge. The chance of him killing more than 2 of you is unimaginably low. Now replace the BD with sunbreaker. The chance of him kill less than 3 of you is pretty low. The blast radius from one hammer to the center person would probably kill the 2 next to him. And if it didn't, by the time the first person dies the second hammer will already be coming for the second person, keeping the regeneration triggering. Sunbreaker is the equivalent of bladedancer and sunsinger have a child. Basically two supers in one.[/b] 4. Sunbreakers are not op, its just a symptom of high armor becoming in style for PVP, instead of the year of blinky jumpy builds. [b]High armor builds have always been a part of the crucible depending on the class. It used to mainly just be defenders and sunsingers. But you didn't see much because blinking was relevant. Now people are reverting back to their builds and high armor builds are prevalent.[/b]

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    • HAZZA!!! someone who knows WTF they are talking about!!!

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    • I agree with most of what you said. But when I play blade dancer, I spec for max armor/agility, because that's how the tree works out if you want ANY armor, and I hate getting one shot by grenades... So I reduce recovery to nothing. Although, with how they've reworked the recovery stat, I'll have to mess with that a little and see if it helps me

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    • I like the post. I personally can understand some of that hate towards the subclass. I play as all three subs on my titan and have to admit its frustrating when you get into a match with several sunbros and your team is constantly getting hammered. But i still get frustrated at people calling it OP because the class as a whole in PVP is not OP. Sunbreakers are not OP, Hammer of Sol possibly. Bungie has already said they are looking in to it but how do you "balance" a class that is built around affecting your super? Both of the other new subs get perks that help with their effectiveness in neutral pvp play. What Sunbreaker perks help in neutral PVP play? None really because the perks that affect the super are too good to pass up or the neutral perks are not good. I just hope they really take a look at the whole kit and not just take the easy route and nerf the super.

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    • The problem isn't the armor stat it's the super it's self. It's way more powerful then golden gun which is already kinda OP being that you can throw 5 exploding hammers that can kill more than one person per throw. That's why it's OP

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    • I wouldn't mind them being tanky IF THEY DIDN'T WIPE OUT EVERYTHING IN ONE FREAKING HAMMER!

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    • I believe you because you said paradigm

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    • If anything needs adjusted it is our splash damage. The class itself is below average without its super. People cry cause they have to run away... (which isn't necessary with a bit of skill.) Folks act like they haven't been trying to dodge supers since day one.

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      • False and the one reason why: I can one shot snipe a sunsinger with headshot... It takes two sniper head shots to take down a sunbreaker, if he just got a kill then it takes THREE headshots... That's ridiculous

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        • Note: I main Titan. I completely agree with this, however i still think the sunbreaker needs a small nerf. I think nerfing the blast radius and/or the proximity detonation would help. The proxy detonation combined the radius combined with destiny's almost built in lag causes alot of frustrating deaths around corners. Besides that i think the super is fine. Its definitely on the stronger side, but in my opinion it does not cross the threshold into OP.

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        • I play a Sunbreaker and you are wrong and misleading here. A radiance warlock is one of the least threatening supers there is. You get to throw grenades that can easily be avoided. You really have to be sneaky in order to do a lot of damage with it. Sunbreakers have the best [b]offensive[/b] super, the best [b]damage reduction[/b], and the best [b]healing[/b] super. This by any logical means is broken. People keep saying "but they are supposed to be tanks!". Ok, tanks are supposed to have very little offense. A defender is a tank. If one class is the best tank, the best DPS, and the best healer in an MMO people would rage for days about how that invalidates the other classes. That is exactly what we have here.

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          • Bearbeitet von Darches: 10/21/2015 8:28:07 PM
            Sunbreaker combines the[b] armor of a radiant skin warlock[/b] (who would normally spend a perk for it) with the [b]power of a golden gun [/b](closest match; trades hitscan for tracking, explosions, and more shots) and [b]regeneration of arc blade.[/b] [b][u]OP AF.[/u][/b] Also has the potential to spam top tier grenades with Simmering Flames only to finish strong/steal heavy via super when necessary. I'd imagine it's hard to trade off cauterize but I want to try it later. I should get a new grenade every 12.5s. I previously complained that Titans had crap grenades and therefore Armamentarium was bad. Now that I have my fav grenades on a Titan class this is no longer the case. Not much other exotics for sunbreakers anyhow.

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          • Two points I think were missed : 1. You haven't addressed duration (and by extension; potential kill count). Many consider this to be one of the most overpowered conditions. 2. You have looked at each perk/buff in isolation and not considered their combined effectiveness. (I.e gunslinger lethality, blade dancer recovery and sunsinger armour are present [i]in the same super[/i] with none of the other supers weak points). I personally do believe the super is overpowered but I'm not fixated on armour being the balance issue. I think a duration reduction, attack count reduction or a rate of fire reduction could work (alone or in combination).

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          • Bearbeitet von Synyster-Slayer: 10/21/2015 8:24:05 PM
            Sunsinger needs to use a perk to get as much damage reduction. Sun singer also doesn't run around 1 shot killing everything in sight nor instahealing off each kill. Also I've never survived a rocket shot while in radiant skin + ram + max armor. Yet sunbreakers eat it like candy.

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          • Indeedy, community complains Titans aren't tanks. Bungie designs a Tank super/subclass = community complains too tankish - the strike too :b

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          • Ur a fool it needs a nerf

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            • I don't think they are op but the health regen on the other hand? Very unbalanced with blade dance I have to close a gap without getting shotgunned sunbreakers can just mash rt in a direction get kills and instantly regen all of their health so pretty much impossible to die during it if you have a brain You can easily kill blade dancers now

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            • This post only shows how armor is affected. The reason this super (not subclass) is op is that it is both mobile and has amazing ability to get kills with survivability. No other class has a super that has such range, damagr, splash damage, and magazine capacity. This [i]coupled[/i] with armor makes it op. No class with this much armor should have such destructive ability and mobility.

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            • Radiant skin overshield Nova bomb strength hammers That replenish life easier than hungering blade Due to the lack of loss of life ( thanks to radiant skin, and ranged capabilities) Let's not forget that they track EVERYTHING perfectly And just for applause, you get 3x more than golden gun. No sunbreaker isn't Op at all

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              • I play Titan and I usually spec max Agility, rather than Armor. I find that in most situations, (other than when in your super) Agility is the better option.

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              • Bearbeitet von Why So Searious: 10/21/2015 8:09:23 PM
                The statement that sunbreaker is the only titan pvp subclass is merely your opinion & a poor one at that considering Striker titan has been a very strong class since release. Radiant skin warlocks don't dip into overpowered with their damage reduction because of the fact that they are unable to kill instantly oustide of a scorch melee & are generally limited to grenades & gunfighting. The health regen is very much an issue because of a simple fact. Risk & reward justifies it on bladedancer as they must get within melee range to effectively engage targets. Sunbreakers escape this logic because they aren't required to be anywhere near their target to ohk them with a single flaming hammer. Bladedancers can get close very quickly using smart play & staying airborne but most often just spam the melee button to get closer & can be easily countered by a headshot snipe or shotgun melee due to a reasonable (brought down by nerfs) amount of damage reduction. Titan skating isn't a weak argument because it's an intensely strong tactic. Any halfway decent titan can easily spam the jump button for more speed than any other class offers. Edit: ended up writing a thread's worth so redacted a bit, like & comment for a full post

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