I don't think it is.
Before its all like "enjoy your whine and cheese - get gud skrub" lets look at some very simple facts.
Of all the 1HK methods of dying in Crucible, nearly all of them have a cooldown or are otherwise limited.
Supers - Cooldown
Heavy - Limited ammo and timer
Particular 1HK Melee - Cooldown
Shotgun and Sniper final round - Limited ammo and timer.
Particular 1HK grenade - Cooldown
Any others that I have missed?
The thing is, Shoulder Charge is a 1HK and you can spam it all match, every match, I know it does technically have a cooldown, but its so short (few seconds) that it really becomes a moot point.
Also note this is a unique option to the Titans only, giving this arguably very powerful negligible-cooldown 1HK ability and other classes don't have a similar feature or ability.
My suggestion for a fix? Connect the shoulder charge 1HK capability to the melee cooldown. If you shoulder charge and you have a melee ability available, it is a 1HK, if melee is in cooldown, the shoulder charge does of course does damage, just not a 1HK.
In other words, make it work just like the melee attacks that can 1HK, if they have the ability primed, then dead, otherwise it does less damage (generally a 2HK or so, just like normal melee)
Thoughts?
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16 RepliesThis is genuinely sad. For one, Shoulder Charge isn't easy to land. Unless you have never played a Titan, or, say, have three Warlocks (Seriously dude, WHY??), you should know that. Although it is a one hit kill, it is a one hit kill that really only results in a one hit kill less than 50% of the time. It's entirely situational. For two, PVP is already extremely unbalanced against Titans. Titans are the only class with no Blink, and even the Gunslinger double jump with increased directional control works much better than Catapult. As for Supers, Defenders just put your team in danger by putting everyone in a small bubble that Gunslingers and Voidwalkers can break and sometimes get some kills in as well, Bladedancers can enter and still chop everyone up into sizzling Guardian meat, Strikers can FoH THROUGH the bubble, since your body doesn't get blocked by the bubble, and even if you don't have a super ready you can just straight up wait for the bubble to go away. Strikers get Fist of Havoc, one of the two AoE supers in the game, except Nova Bomb outclasses it in every way. Nova Bomb has range, while FoH does not, and Nova Bomb has modifiers that are actually helpful, while FoH's modifiers just make it easier to land (Read: as easy to land as Nova Bomb). The area is much smaller than NB as well if NB has Annihilate OR Split. As for melees, while Defenders do have a helpful melee if they are a shotgun-wielding scrub, the extra shield only lasts a short time and since it is only really helpful in cleanup, it usually runs out before you engage another target. Not to mention your main shield gets taken out before your overshield, meaning once it runs out then you're pretty much a sitting duck. Another thing to mention is that the overshield has no helpful timer like Flame Shield does, meaning you have to take a guess as to when your ability will end. Striker melees barely have to be mentioned. Storm Fist gives a negligible 10% increase to attack damage, and its modifiers are crap. Overload gives you a 50% chance to instant recharge Storm Fist on each hit, but since Storm Fist does next to nothing, that's completely useless. Discharge does AoE dammage IF you get a KILL with Storm Fist. Since melee kills take two hits, that rarely happens. That's also aside from the fact that if you're within melee range of two enemies you're probably dead anyway. Transfusion grants a TINY reduction to your super if, once again, you get a KILL. The only thing Titans really have going for them is their grenades, which are only really useful in the hands of a skilled player. Suppressor grenades for Defenders, and Lightning grenades for Strikers (Magnetic grenades are just as sticky as Fusion and Flux, not more and not less. All of them are one hit kills, the extra explosion on Magnetic grenades is only helpful in PVE, and even then does very little damage). However, Lightning grenades only barely surpass Tripmine grenades, the reason being is people walking straight into the Lightning's damage area. Lightning grenades are not one hit kills. Now, on to Shoulder Charge. It seems like a lot of people don't quite understand the mechanics of Shoulder Charge. I blame the vagueness of Destiny's descriptions. Basically, after about a two second charge up, your screen's borders start glowing blue and your Shoulder Charge is ready. Shoulder Charge is cancelled if you stop sprinting and after about five seconds of being active. Besides that, there is also about a half second delay between pressing the melee button and actually landing the hit. The two second charge time is too long for close range engagements, and the five second uptime is too short for long range. Therefore, Shoulder Charge can only be used effectively at medium range. Another thing to keep in mind is how easy Shoulder Charge is to dodge. Turn speed is greatly reduced while running, and peripheral visibility is reduced much more than would be expected while the borders of the screen are glowing blue. Blink is almost a guaranteed dodge, instantly removing you from range. Aside from that, Titans have no extra damage resistance while charging unless equipped with Juggernaut, which replaces Shoulder Charge. This means that while a Titan is charging at you with that blatantly obvious blue glow, they are vulnerable to shotguns, fusion rifles, auto rifles, full-auto pulse rifles, and sticky grenades. Aside from that, even if the Titan does land a Shoulder Charge, that leaves them well within range of any other members of the opposing team. At most, Shoulder Charge is a kill trade. Usually it ends in failure. With all that taken into account, do you REALLY still think Shoulder Charge is OP? If you don't have a Titan, you have no foundation to be making claims about whether a Titan's ability is overpowered. If the only time you've even seen the ability's name is when it kills you, of course you're going to think it's overpowered. What you don't see is how many times that person has failed the same ability before getting it to finally work the way they want it to. If you DO have a Titan and think Shoulder Charge is OP, feel free to go an entire match using just Shoulder Charge. Be my guest. See how far it gets you. TL;DR: Make a Titan. Really. There is no reason to have multiple of any class.