Just throwing this link out there so people can see the changes coming to all three Titan subclasses! They all seem pretty good to me!
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1 AntwortenI main a Titan. All looks great, kinda don't like the 3 sec cauterise delay but hey what can you do.
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1 AntwortenI think the nerf to HOS wont really effect the amount of kills I get with it, and I look forward to the melee buff
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I don't really know what is in the patch notes but it better be increased melee , we've always had the worst melee as Titans,with warlocks being able to Insta kill you from a mile away and an Insta kill for hunters,both of these aren't charged,but with Titans , you have to get close and it's weaker than the other subclasses so destiny don't Nerf Titans , buff them.
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1 AntwortenFun to know that they knew Titans had gimped melee and were under performing in what should have been their wheelhouse from the start, and it took all the way up until a subclass shipped broken for it to EVER be addressed. Also catapult, turns out the first knee-jerk nerf wasn't the mythoclast.
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1 AntwortenThe heal perk works just like transfusion now not a bad change.
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personally I found the Cauterize 3 seconds cool down to be a much better addition than reduce the number of hammers, the speed of the hammers, tracking and blast radius were things that I myself said could be altered, as for the Striker it looks to be getting back something that it was missing and then the Defender I was expecting a lot more for the most unused class in pvp
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1 AntwortenHighlights that will affect Titan gameplay: Reduced damage resistance similar to Voidwalkers. Cauterize activates after 3s. I still think that HoS is more powerful than other supers, but hey. Subreakers have a meh neutral game so i think it's alright. It's still going to be challenging a sunbreaker is super mode, but then again, it's challenging for all supers.
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2 AntwortenBearbeitet von Senor Crouch: 12/5/2015 6:54:09 AMI don't play a lot of Titan, but I find the changes to be interesting none the less. More so the concept of Class Balancing. Makes me wonder if they will get to the Warlock's Sunsinger. Biggest gripe I have with the Sunsinger is the Phoenix Down build (but not like you think). Also keep in mind that I am primarily looking at this through a PvE lens, but trying to keep PvP in mind as best I can. I think having Phoenix Down as a Super is unique, but there is nothing in the tree that really synergizes with that build. You are essentially down a Super as you hold onto it until critical moments, therefore you are not generating orbs for your fireteam. This is a huge detriment to a "Support Class". There needs to be a passive ability that turns on when the Sunsinger's Super is fully charged. This passive needs to either be an AoE buff to allies or an orb generation passive. If you ask me both these options should be available as an either/or perk on the tree. In a previous thread, geared more towards Sunsingers, I offered a much more unique perspective on how to assist and improve them in Destiny's current meta-game for both PvE and PvP focusing exclusively on the Sunsinger's Super perk tree. I'll give a quick recap of what I said then: [b]Song of Flame[/b] (total rework) - restricts Sunsingers from using their Super at all while they are alive. When the Super is charged a passive ability is triggered giving nearby allies and yourself reduced cooldowns on grenades and melees. Sunsingers with this passive on generate orbs of light if they get kills with Grenades and Scorch. Sunsingers can activate their super upon death, which will self-revive that Guardian. [b]Fireborn[/b] (total rework) - allows Sunsingers to summon a Fireborn Knight AI, Fireborn Minotaur AI, and Fireborn Captain AI upon Super cast. All AI remain on the field for a set time limit or until their HP drops to 0. These monsters would not have regenerating shields, like their normal NPC counterparts. Fireborn Monsters attack with super heated bullets that would cause a small amount of DoT to enemies struck. [b]Radiant Light[/b] (new ability) - allows Sunsingers to erect a pillar of light upon Super cast. The pillar provides cover and a boon to all allies in proximity as well as a debuff to all enemies who are near.
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1 AntwortenFor right now it seems like the best balance they have ever done. It looks and sounds good, but I'll hold my judgment till I have my hands on it.
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8 Antworten*sigh* All this BS, and all they would have had to do was switch around Forgemaster and Simmering Flames in the perk tree. Idiots, the whole lot of them. Not even half of a brain between them all.
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5 AntwortenThe hammers are not easy to use. GG or SS easy aim compared to hammer. In control yeh u take more out. Hammered should of been limited to 3-4 hammered but had the aim assist as GG
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1 AntwortenThey should've added more damage to pve since the dos reduction will now make them easily breakable.
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2 AntwortenThis is good news as a TTK Titan. It took the new subclass to really make a change to the other subclasses which brings them more or less in line. Hopefully, we'll see some more interesting updates over the year.
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6 Antworten[quote]Hammer of Sol: Slow Hammer travel speed by (-1.32%)[/quote] That was hilarious. There is no way that will be noticeable.
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1 Antwortenthanks love you
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