Ever since Bungie announced that we'd be getting a bigger hammer for the hammer of sol, I was in love. The thought of ripping through a whole mosh pit of foes with this thing always seemed like a power fantasy come true. When I got to using it, that fantasy only lasted for a little while, and ended before I even got the Roaring Flames perk, which is supposed to be the butter to the burning maul's bread. After I got it, it still felt lackluster. I have more fun detonating everyone with the new sentinel and cleaning up everything else with Dunemarchers.
The problem with this isn't the fact that I just prefer the Void Subclass over the Solar, it's just I genuinely feel that the Burning Maul is weak despite toting the largest super weapon we have in our arsenal. I want this to be the beginning of a discussion about this subclass, because I love the Sunbreaker to death, and I don't want the new super to be swept under the rug because it's the only super that doesn't one shot guardians in crucible (Stormcallers don't either, but they kill either much quicker or they aren't as avoidable as the maul).
So, what are the problems with this Subclass, and what can be done to remedy this?
I hope to at least go through some of my problems and suggestions, and feel free to leave your own here (or just say I'm wrong and it's balanced in terms of crucible).
Starting off: The base damage of the maul in just about any activity (unless you're killing thrall) is wimpy. The other hammer is smaller and does more damage, even swords can destroy an enemy in one hit that the maul can't. Maybe I'm focusing too much on the single hit damage over the massive number of hits you do with the spin attack. But it shouldn't take half of my super to do what one hammer does in less time. The remedy is just a base damage increase to the maul and throwing hammer (not enough to one shot guardians), possibly up to par with its damage at RF*3
"But what about Roaring Flames? It'd become way too powerful with multiple kills." Yea, it would. I was thinking of reworking Roaring Flames too. The Grenades wouldn't benefit from the base damage buff anyway because then it'd just be a straight upgrade over the other skill trees. So, how would we remedy Roaring Flames? Just make it do something different. I have two possible options. 1: Getting kills with your abilities reduces your cooldowns on all abilities. Since Forsaken and the subclasses that come with it are all about synergy and abilities feeding into abilities, this would fit nicely. Or, 2: Roaring Flames increases your health regen each time you pick up your hammer.
About the Hammer itself, it's just a minor gripe, but the bounce angles are always weird IMO. Sometimes it bounces straight up, sometimes it goes into oblivion, who knows.
The Cyclone attack, where you slam your hammer and it creates a vortex... No one likes that mechanic, throwing something into the air. It puts in more trouble than it is worth when you're still in super. My rework would be to pull enemies into it. Not a massive range to pull in enemies, but if they start moving to it, they will certainly not be getting out. This also sets up massive crowd control from the swing itself, too, along with the vortex damage.
Now what about PvP? It's by far one of the weakest supers. Like I said, bump the damage up. The biggest and easiest way to escape it is just jumping out of the way, and the less damage it can do, the easier it is to escape. Considering that it's basically melee range only, once they escape, you either have to chase or hope they're stupid enough to not jump out of the way of your cyclone. Increasing the damage, and possibly making its "tracking ability" more in line with some swords, would improve the viability of this super ability.
"What do you mean by 'tracking ability'?" The link (assuming it works) displays how a sword can "reach" a target above its wielder. That is essentially what I mean.
The Code of the Devastator is by far my favorite Titan skill tree, if not, my favorite class skill tree overall. It's not my favorite because of its power, but the thought of it is just something that appeals to me. Its execution is weak at best, and laughable at worst. The largest super weapon is the weakest, and I just want to make it as strong as it can be, to reach its potential.
TL;DR Buff the damage on non grenade abilities, rework roaring flames, make it more consistent in crucible, and maybe make the hammer bounce at you (not to you) on hits.
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At first I was a little disappointed. I found instead to just use your super more wisely. Don’t pop in too open areas of a crucible map- they just jump out of the way. Use it in tighter areas, they can’t jump as easy and you can just swing and knock them about. In pve I’ve had no troubles with it and love that I can just throw hammers at enemies.
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You need to put on the wormgod exotic arms from warmind as the burn stacks with your subclass this is what I do. But you also need to keep throwing the hammer at trash mobs to ramp it up and then it gets real good
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Besides the super being weak in pvp, the subclass is fine. Just learn to play with roaring flames.
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I feel like it's in a good place right now. I haven't tried the spin attack on bosses, but the RT/R2 ground slam with the tornado does work on Ultras that can't be popped up into the air. As for Crucible, the super is one of my favorites to use because the ground slam tornado will kill a guardian instantly. And I think the only supers that can beat Burning Maul in a face-to-face fight would have to be Sentinel or Fist of Havoc. It'll spank any other super point blank. Golden Gun, Chaos Reach, Nova Bomb, and Hammers will have slight advantages on it simply because of their range, but if you can send out a tornado at them fast enough, you'll at least take them with you.
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There isn’t an option in the super to hit flying enemies, so If an enemy glitches in PvE and flies 30 feet in the air (like they’ve been doing since d1 bungo) you lose most of your damage on them. This also makes countering it in crucible easy, as all you need to do is jump and they literally can’t hit you.
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I'll take a hard pass on that cap. I love the fact that in pve I can run 3 stacks of the buff to make my simple melee hurt like a mother. Changing it to CD reduction is pointless when hammer is instantly given back when you pick it up. And health regen on pick up is already strong. The damage you do on bosses with the constant spin attack with no buff already does more damage than the spectral blades super. And it does even more when you have 3 stacks. It's damage is perfectly fine in pve. You're also failing to account for any debuff someone manages to hit the boss with. Due to the sheer number of hits your DPS would probably be almost as absurd as dark drinker spam from D1. The only place this class suffers is pvp. Which is fine. Considering sentinel's new cluster is also not a pvp class. It's just more consistent. That doesn't make it a pvp class. You're still far better off running top or even bottom over middle in pvp. There is also potential synergy with chest of inmost light with this class. Both in pve and pvp. And considering throwing hammer is counted as a melee it works with melee based exotics. If we REALLY needed to change anything specifically for pvp (which I really don't like the idea of doing) i'd say just let roaring flames only buff your standard abilities and not the super and then just bump the super base damage. Would be a much easier fix to do rather than changing the entire class (which is essentially what you're asking for.) I also don't have an issue with the secondary heavy attack. I use that on groups of adds that i'm too far to hit. Kills them all. I primarily use the spin attack on majors and bosses because of the superior dps. Only time I use the slam on either is if I can spin to win killing them before my super runs out. I do a few spins then end with a slam.
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I don't really think all that much has to be done to buff it. Increase the base damage of burning maul so that it doesn't have to rely on heavy attacks to stack. Maybe reduce the effectiveness of the roaring flames in the super to have it match what it does now. Increase roaring flames damage scaling on grenades. Reduce the energy cost of the spin attack so you can use it more (because it burns quick) Remove the knock up for item drops caused by the tornadoes. It's annoying to kill an enemy in blind well, they drop a harmony, but it flies away. Maybe have roaring flames grant faster grenade recharge.
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It's still great for dps in PvE with roaring flames, I melted prime evils and strike bosses even faster than I did with throwing hammers