Dieser Thread ist von einem anderen inspiriert worden: Originalbeitrag anschauen
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!
-
Wow, this nearly ended up with nearly 1000 replies. That's incredible! If we include the original comment, that's over 1200 replies! Thank you so much for the input, it was great to see the support and debate with those who chose to bring logical arguments to the table! Thank you so much!
-
Bearbeitet von BoomerSooner51: 12/7/2015 10:04:10 PMMaybe someone with a background in advanced statistics can explain to me how Sunbreakers with their 1.06 KD ratio is OP and needs to be nerfed to bring it closer to 1.0KD ratio. This is all found [url=https://www.bungie.net/7_Destiny-Class-Tuning---December-Update/en/News/News?aid=14083]here[/url]. To me, the difference between 1.06 and 1.00KD ratios seems negligible. We are talking a difference of 6 kills per 100 kills. The Dev team even said: [quote]Give other players a glimmer of hope standing against a Solar Titan in PvP.[/quote] Dude, Sunbreakers are averaging a 1.06KD ratio. That seems incredibly reasonable and balanced. Maybe somebody smarter than me can explain how Sunbreakers are OP based on a 1.06 KD ratio. If we use that same 1.06KD Ratio metric, can't we then say that any player with a 1.06KD Ratio or greater is OP? And shouldn't they then need to nerf these players?
-
My Golden Gun only took out a shield of a person when I shot them across the map. This disproves your statement that GG is not effected by range, because it most certainly is.
-
Bearbeitet von SgtRook: 12/5/2015 7:33:01 AMSunbreaker's neutral game is on par with EVERY OTHER CLASS. 2 great grenades, a one shot melee on low armor targets, health regen on everything(Grenade, melee, super), simmering flames to throw a grenade every 13 seconds, which is OP as -blam!- with incendiary grenades. The whole subclass is not balanced around the super, you're looking at Sunbreaker alone, and not all the other subclasses. Every class has almost the same amount of perks for their super as Sunbreaker, you're just too blind to -blam!-ing see it. Glad to see Sunbreaker is getting nerfed, although I enjoyed it. You f@ggots that constantly defend Sunbreaker even though it's obviously broken and stronger than every other subclass are the ones who make me(and others) want Bungie to nerf it into the ground. It's too strong and soon you'll be on par with the other subclasses, good luck keeping that K/D up now that you can't survive high impact snipers and GG shots. And btw, Sunbreakers get more kills in their super than any other class(19% of kills from Sunbreakers are supers, others are 14%ish).
-
1 AntwortenToo many facts. People would rather cry.
-
*OP leaves out 5 subclasses from discussion* [quote]this covers EVERY other super in the game[/quote]
-
4 AntwortenI'd like to point out that golden gun actually does have range drop off.
-
7 AntwortenBearbeitet von TheBlazenReaper: 12/4/2015 12:18:12 AMThe real truth is you getting Nerf. Use bubble or FOH and Nerf shoulder charge and Nerf warlock melee
-
2 AntwortenBearbeitet von handek86: 12/4/2015 7:19:10 AMOnly reason al hunters / 12 yr olds / scrubs cry is because their supers arent the only op supers anymore so now scrubs gonna cry
-
4 AntwortenAs long as defender isn't touched I don't give a damn.
-
Bearbeitet von Tavi!: 12/5/2015 1:27:46 AMSomething to consider: Sunbreaker DOES have out of super perks, no one uses them. -Simmering Flames gives you about 1.5 to 2 times the grenade and melee regen -Cauterize can definitely be used as a neutral game perk -Fleetfire (though underused) gives an all-around agility buff, which could be easily paired with Cauterize or Simmering Flames -Melee that explodes, throws enemies back, and does DoT, AND can generate a Sunspot on kill, which does DoT AND can grant an Overshield with Fire Keeper -Melee perk that can reduce cooldown of melee and completely regen the melee on kill -OHK grenades And about Sunsinger, it's not all about Fireborn. Honestly, it's just a great way to get shotgun-melee'd a second time. The best way to use it offensively is Radiant Skin (which grants a pretty substantial Armor buff) and Radiant Will, for a longer Super. Flame Shield for a OHK melee that grants a shield, and Heart of the Praxic Fire for bonus Agility and reduced cooldowns. Much easier to tank shots and get up close and personal. Edit: As a faithful Defender, it makes me ashamed to have not said anything about it. -Armor of Light, for an Armor buff that takes to Hammers to accomplish death from -Supressors, to prevent the OHK (you've had plenty of practice with Incendiaries) -Unbreakable, so Force Barrier can help you consistently duck in and out of the Ward -Bastion and Unbreakable, for more Ward, all the time. -Defenders, besides Nightstalkers with Predator, are the only Subclasses that can charge a Super whilst the Super is active -Can also shut down Supers Extra: Fourth Horseman, the ultimate Super shutdown machine. There's my two cents.
-
Bearbeitet von Erijian: 12/5/2015 12:33:05 AMWell, you were obviously wrong about the "truth" since Bungie plans to nerf them. Truth? More like bias.
-
3 AntwortenWrong! Golden gun has a limit to it's range and no aim assist. I can not kill someone with it from b flag to a flag and If I aim an inch Next to them it Will miss. Happend countless times.
-
59 AntwortenBearbeitet von remige: 12/3/2015 12:32:10 PM"Ahem". 5-7 hammers 3 GG shots (4 with aclyophage) 5-7>3 (4 with helm in exotic slot) Tracking hammers Aiming gun Tracking>aiming Exploding hammers (explode anywhere) Exploding GG shots (only on kill) Exploding (SB)>Exploding (GG) Fusion grenade Tripmine grenade Fusion>Tripmine SB: enough armor to potentially survive a GG shot and High-impact sniper. GG: Only super with no extra armor upon activation. Armor>no armor GG: instant, straight bullet. Barely any aim assist. SB: No aim assist, arcing hammers that travel at a high velocity. GG>SB GG damage falloff SB no damage falloff whatsoever GG<SB SB: Sunspots. Do I need to explain? GG: N/A SB>GG GG: Throwing knives (can set people on fire) SB: Melee that sets enemies on fire GG>SB SB: Health regen after [u]any ability kill[/u] GG: N/A SB>GG Sunbreaker: 10 points Gunslinger: 2 points Just proving a point.
-
Buahahaha
-
Bladedancer: It's not the regeneration perk AND the super extending perk, it's the regen perk OR the super extending perk. And there's no armor perk that's worth anything. Gunslinger: How can you say GG is 100%. I miss all the time. Am I admitting I suck, yes, but I'm also disproving your statement. Nightstalker: Hmmm, a super that you get 1-3 shots, that have to be precision, when ensnared the other guy can still kill you, there's zero added armor, deploying the super is so slow the target can pluck you out of the sky. I see your point, way op.
-
2 AntwortenVery well-written and logical post. This is exactly how I feel about the breakdown of subclasses as well.
-
-
But its going to be nerfed annnnyyyywayyyyyy hahahahahaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa (I use my titan almost exclusively in PVP btw)
-
3 AntwortenThe truth is that Titans are about to be ruined with next week's patch. Thank you community. Titans were fine for a full year until you bitch nerfed them.
-
Ah yes cauterize doesn't help you at all out of super it doesn't give you health back when you kill someone with a nade or burn melee nope no help here. Fleetfire totally doesn't make you faster after killing someone with fire nope totally not. There is literally a perk that decreases cooldowns when you DON'T use your super. And people say sunbreakers are only good mid-super....
-
1 AntwortenI know this is irrelevent to sunbreakers but did anyone go to the original post he commented on and see the time for arcblade with and without mask of the third man because I was genuinly shocked at what I saw.
-
1 Antworten[quote], but golden gun is 100% accurate, is not impacted by range.[/quote] I had to stop reading there.
-
[quote]I feel Sunbreakers are broken for a different reason that does not include armor or damage. The problem comes that nerfing the damage reduces the effectiveness of the Sunbreaker. We have to remember that they only have about four hammers before Forgemaster. We have to look at the base super, not the one after all the perks. And the armor is justifiable because they're goddam Titans. Strikers have the Unstoppable perk that gives them an insane amount of damage resist and Defenders can drop protective bubbles. The main problem, as I see it, comes from the perk arrangement itself. If you look at the trees, you have clearly standout perks. There's next to no downside in choosing Cauterize over Fire Keeper or Simmering Flames because those two perks just aren't as good. My opinion on the "nerf" is to just rearrange the trees slightly to create this harder choice in perks. My changes are as follows: -Move Forgemaster into the Cauterize tree so you have to choose between more hammer or health regen on ability kills. -Move Flameseeker into the Hammer of Sol tree. It works well in the tree seeing as it still directly affects the hammer without without the incredibly OP effects of Forgemaster. Target acquisition can then be slightly increased to make up for this change. -Move Fire Keeper into the Explosive Pyre tree. My hope would be that a setup like that would actually result in more variations in build without losing the damage and armor Sunbreakers currently have.[/quote]
-
Enough with this whole "travel time" argument. And last time I checked great grenades that generate your health back isn't a mediocre perk
-
12 AntwortenBearbeitet von Corndoge: 12/4/2015 3:01:22 AM[quote]The sunbreaker is a 100% super-focused class[/quote] Stopped here because that claim is bullshit. [i]Edit To OP's Addition: You make it seem like Cauterize and Simmering flames don't benefit you outside the Super.[/i]