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Destiny

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Edited by Sick_Like_This: 10/15/2015 5:24:38 AM
26

The balance of supers

So the Thor Hammers are getting a lot of hate, but is it really our super that is over powered, I don't know you tell me. This post is mainly focusing on TTK supers So lets just focus on the Super and their abilities not the grenades and melee because we all know the warlock and hunter grenades are better than the titans and their melees are all around the same except if you are running cauterize, which gives the titan a little edge if we get the melee off first [b]Hunter[/b] First off lets talk about the hunter, considering they are the quickest between all characters and armor doesn't seem to apply any huge effect in crucible, this helps them catch less bullets when dipping out of gun fire. They also have Shadestep, which is has an incredible cool down rate that can be used basically every two seconds and gives you a edge to the other characters for dodging bullets and taking advantage of them reloading by Shadestepping in their quickly and taking the enemy that is reloading down. Now off to the super, also I'm kinda shocked that this hasn't been posted yet but here it goes, The hunter super is the only super in the entire game that has the ability to shutdown every super in the game and is not able to be taken out, now stay with me here, I understand every super except for the Titan bubble can shutdown any super in the Game aswell, but the void bow surrounds any area it lands at and tethers every single enemy in that area, so lets say you want heavy and you go in with your sunbreaker, and a buddy with stormcaller and a hunter just shoots his bow at you and their you go, both of your supers are gone, plus if the arrow lands near you or directly hits you, you will be dead and it does not leave it stays even after two or more kills. Even after that, if you walk in around a corner youre slowed and the tether can still stop more incoming supers and teammates, oh and also lets say you manage to kill this hunter, does his void bow go away, nope it stays their ready to catch more players. [b]Titan[/b] Now off to the Titan, Lets talk about its abilities which from what I can recall, they do not have any. So with that being said I'm going to move on to the super. Now the sunbreaker from what I understand it has a 55% reduction to damage taken so yeah go ahead and take it down to 50% to be on par with stormcaller and bladedancer. Let's talk about the main reason Sunbreaker is considered over powered, is for the fact that Titans get 5-7 throws, counting if youre running forgemaster or not, and each one of these throws are around the same damage as a golden gun, which need I remind you the sunbreaker super is not as strong as the Golden gun from the hunter as they can one shot a Sunbreaker with golden gun and I cannot one shot a Sunbreaker with one of my hammers. Now cauterize the ability to heal after a kill with the Titans super, grenade, and melee. which that's pretty much it, most of the time it doesn't matter unless you melee before the other person which you would've lived anyway, but you get boost to health regen, and the same goes for the grenade. Now if you want the Titans to not have health regen with this type of range, then I would have to say give the Titans blink with an option to melee with their super instead and still get a health regen so everyone can be fiery bladedancers. [b]Warlock[/b] Now let's move on to the warlock, which isnt to much to say, their grenades are on par with the hunters and above the Titans, their abilities which if I recall have to do with their super, so lets get to it. Now their super which is a bit ridiculous as if you strafing like you were able to run sideways with the ability to spray your lighting and blink past other supers in your way wasn't enough, Warlocks when they have their grenade and melee charged can get an instant health regen and have a AoE that can literally kill any one around you including other people in their supers. I was literally in my Ward of Dawn and a warlock uses his super sprays my bubble for one second, I'm not joking, literally one second and then kills me and the rest of my team near me. [b]Ward Of Dawn[/b] Speaking of Ward of Dawn, why is this super the worse one of the bunch, why can't I maybe get the option to put up two bubbles? Why not reduce the size by 25% and let me put two down, or better yet why not let it actually be a Ward of Dawn a shield that people trust, it shouldnt be able to be one shot by golden if I'm not running extended duration or two hit by Sunbreaker or instantly taken down by a stormcaller AoE. Why not add something to it where it can withstand 4 out of 7 hammers, two out of 3 Golden guns, and at least half of the stormcallers super, why should my super be instantly destroyed while I literally cant move it around and it has to stay in the spot I place it, while other supers destroy mine, kill me and move on for some more kills. Now then how about we nerf em all and buff the ward of Dawn? Yeah sounds good, cool. But seriously lets just put our heads together hear which one really needs nerfed if any at all, and what super actually needs a buff. As for some people saying I'm not focusing entirely on TTK supers, read the beginning of the post as it will say "I will focus mainly on TTK supers" that doesn't mean entirely. [spoiler]Ward of Dawn needs buffed[/spoiler] Going to bed, save your replys for the morning.

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  • Edited by nuroth: 10/15/2015 11:56:41 AM
    Hang on... Stormcallers have a way of healing??? Was this magically added with a hidden update??? As for what you've posted the obvious bias and ignorance is rather hilarious. I shall start listing facts about the supers, key note: FACTS So the Hunter super has: Up to 3 shots (more if you glitch it) Decent range on the tether Some damage resistance while firing Ability to shutdown any super use instantly with it A rather large delay on the tether detonation. Now the last point may seem irrelevant but considering a sunbreaker/bladedancer/stormcaller/any subclass can escape the tether range before the detonation shows how much of a problem this is. The warlock is up next and has some issues to be worked out, but looks rather tame when compared to what follows. The warlocks get: Increased mobility Some damage resistance (not sure of the exact amount) A damage cone rather than a single line, Limited range on the supers attacks NOT a 1 hit kill super Has a lengthy duration Key things to note here, the warlock has NO way of triggering health regen the only sources they have are the naturally high recovery and certain exotics. Its also worth noting that despite hsving damage resistance the limited range makes thr super literally useless in an area larger than a small box, which in the current mediocre map design, is very rare. Finally a stormcaller is 1 hit by every other super while not 1 hitting the others, in an equal fight it will loose to every super (bar ward of dawn) Up next are the titans with their hammer of sol. The tankiest when under the effects of their super Can 1 hit literally everyone in every scenario Has a lengthy duration Can throw up to 7 hammers Hammers have a rather generous splash damage radius and damage Hammers have a grenade and horseshoes like effect Hammers can trigger instant health regen Now a few misconceptions. 1) They can survive a golden gun shot provided they have max armour and a chest piece with extra armour for a solar subclass. 2) Nobody can survive a single hammer (except other sunbreakers and maybe a FoH titan with unstoppable) So we have: a shutdown super thats mediocre at shutting supers down A short range quick ttk blinding storm And a god mode like effect rendering you nearly invincible while giving you the strongest offensuve prescence in the game. Potential changes: Reduce delay on void anchors tethering detonation Reduce visibility of lightning to remove the blinding effect REMOVE the cauterize perk Add self damaging ability to all explosive subclasses To clarify, that means the ability to damage/kill yourself like voidwalkers can. Would apply to: Golden gun's combustion perk Sunbreaker's hammers Finally I would love to see the aim assist for all supers heavily lowered but I think that'll make too many people cry the game is too hard. Edit: holy shit that wall of text, didnt realise it was that long on mobile.

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