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#feedback

12/18/2018 4:41:25 AM
8

Burning Maul needs a rework like Spectral (My own solution)

Embarrassing addition of a super to Destiny. -Can't close the gap -Lights take more energy and don't even one shot acolytes -Super as a whole deals lackluster damage -Throwing Hammer tracking is bad and travels awfully slow -Has the worst aerial combat of any super introduced to Destiny -Super is too easily jumped over -Roaring Flames is too situational, doesn't work to well with the super against bosses This super needs to be fixed, and I have a solution: Lights don't take super energy but instead grants super energy if lights land, just like the ROI Battleaxe. And tornadoes funnel opponents from the air or near into itself. Throwing Hammer tracking slightly increased. Roaring Flames stack with each fire tornado tick to enemies. And that's it, it's good now.

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    Tell me the truth - alt

    I really enjoy the burning maul. You get kills with your hammer or grenade, up to 3 stack of the roaring flames. Your damage is boosted across all your abilities, then you go in and slam fire tornados and melt the boss, killing any adds keeps your damage buff up. The hammer throw works fine and is a great aoe add clear if used with dunemarchers. The only wasted perk is the sliding on ammo reloads your gun, not sure who thought of that but seems like they ran out of ideas. Don't think the melee hammer needs any tracking, throwing knives don't have any, that just comes down to your own ability to point and click. Maybe they could buff the damage a bit on the super and reduce the amount of super energy used when spin2winning but other than that, it works great for pve. Now PvP, yeah it doesn't really perform well there, but not every super and ability is meant for Crucible. I'm a hunter main and I've been playing my Titan a lot since Black Armory came out and it is definitely the most fun of the 3 and in a pretty good place in PvE.

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