I've been using the subclass in mayhem lately and I've noticed some things about it. First off, in terms of radius and damage, it's perfect the way it is. I can consistently kill people at a range and even up close with suncharge. The Nerf brought the class to a very good playing field with stormtrance and arc blade, and has amazing throwing range to make up for its slow nature.
The only problem I have with the super is its Cooldown to Use Time ratio.
For some reason, I've noticed that it takes longer to charge the Hammer of Sol than the other Titan supers. Normally this wouldn't be a problem but the fact is that the super does not last long at all. Even with Forgemaster, your super will last you 5-6 hammers. This is pretty standard of roaming supers, of course, so why is its cooldown so long?
This was probably a ninja Nerf to the super, but it's honestly not called for at all. Sure, the cooldown is still bearable, but I find that it's more worth it to use simmering flames than ever use my super.
Now the class is not perfect the way it is. First off, Flameseeker should be adjusted to have a higher velocity and tracking, but with a decreased blast radius. This would make it more of a single target killer. Next, 5-6 hammers should be the norm for the subclass, not just with Forgemaster. Forgemaster should bring the blast radius up much more than it is right now and bring the duration up to 7-8 hammers.
As for the neutral game, simmering flames and cauterize are still good perks for hammer of sol. Part of what is going against it is the fact that it applies to all ability kills. Perhaps the cooldown should be removed altogether, and just apply to grenades and super, which would parallel hungering blade, which affects melees and supers.
Now, Fleetfire. That is the big issue with the class. It looks good on paper but you're going to be killing one or two people with your abilities (not counting super). Even then the difference is not amazing. Take Gunslinger and compare it to Sunbreaker. Ability kills are hard to come by compared to gun kills, but for some reason, gunslinger's trance and chain of woe provide much more significant bonuses. I'm not looking for night and day, but it should feel much more useful and beneficial as a pve perk, and also pvp.
That's all I have to say. Before I close, I'm not trying to speak for anyone here, since I'm a hunter, not a Titan, who wanted the subclass taken down a notch, because it just wasn't equal to the striker in terms of its Melee perks, and not equal to Bladedancer in terms of its armor resistance and duration and potential to multi-kill. There were good choices made in its nerfing, and some really poor ones. All of these can be fixed over time. No need to get salty.
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You know to be brutally honest. I want to kiss you. A hunter who is pushing for a buff/ balance of Sunbreaker. I have mained a Titan since beta and I felt Sunbreaker was OP. I was pushing for flameseeker to have less blast radius and for slightly less armor so people would stop complaining. Thats all it needed, but now the super is near useless, flame seeker literally doesnt work. Cauterize is cool, but why did they put a huge cooldown on it? Sunbreaker is for Titan. Titan is a tank made for raw power. To protect the City. How am I supposed to protect the city when all I can do is tickle anuses.
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Hammer of Sol needs these fixes. And Bladedancer is in a good place except for one thing. WHY IS IT SO EFFING SHORT LIKE HOLY CRAP. Its more of a panic super now.
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1 AntwortenAre you dumb? The radius is -blam!-ing shit! A direct hit Will Do 38 dmg! Buff that shit and tracking is not even useable. All the -blam!-ing hunter crybabys and warcocks got a new super nerfed to be super shit!
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2 AntwortenBearbeitet von Tempest 24: 5/13/2016 5:28:31 PM
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Simmering flames is fine. When you have a almost 1hk melee, 2 1hk grenades and hammer of sol, you shouldn't start health regen with every kill all the time.
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Let's not forget golden gun only gets 3 shots and no extra armor, so sunbreaker is just fine where it's at...
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People cry it's bad, but I typically get 3 kills per use, which is pretty standard for a super. Rarely I'll wipe the team if they're bunched up and I have tracking and immolation fists on. It is NOT as bad as people say. As for the neutral game, I just use guns and nades. What else do you need? Incendiary grenades are great. The melee with melting point does a lot of damage, burns, weakens enemies more than a tether, and sends enemies flying. I've been a Titan main since I started in November 2014, and I play sunbreaker pretty much exclusively now.
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All classes have supers that take longer or shorter. Stormcaller has always taken longer than the other two. I'm not familiar with the hunters but I think GG has a longer one than the other two
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1 AntwortenIt's not balanced. Though some people are really good with the subclass it's still not balanced.
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6 Antwortenhell Titans can get 8 hammers if they restore BD
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This is why I made this list a awhile back. https://www.bungie.net/en/Forum/Post/202823465/0/0
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4 AntwortenYour kd is awful .23 .74 I find it very hard to believe you could consistently kill shit with hammer of sol I main a Titan and it is weak as hell Just about all the perks require a super or are only really used during the super making the neutral game trash Su breaker seriously needs a rework
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Not really noticed the issue with charge time, it is slower than bubble and GG but they have perks to speed them up so maybe thats why. You are mistaken about blast radius and damage though they both need increasing to what they were. People often sponge hammers and when you play decent people they find it very easy to dodge hammers simply by jumping, the only real way to use this super is to use suncharge which is basically a weakened and shorter duration form of BDs arcblade. It also ruined it for pve. It is currently not suitable for competitive play at all. Cauterise is great but its the only decent neeutral perk and the problem with simmering flames is that you have to give up cauterise and you dont want to hold on to a roaming super, you want to crack it, get kills and get it charging again. Simmering flames would be amazing on a striker but its terrible for a SB.
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Fleetfire is more of a PvE perk, and Titans are fast enough as it. And I don't think the super cooldown is different at all.