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Destiny

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10/21/2015 6:34:39 AM
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Sunbreaker subclass from a different perspective

So this is my first time posting here in the forum ( hello) and i wanted to offer what i hope to be a different perspective on the Sunbreaker class. Im aware that people are unhappy with the way it is in Crucible, i play a bit of it myself, but heres where things get tricky when we're talking about a nerf to the subclass because i use the subclass node "Suncharge" which gives the class a charging melee attack, although a little less practical its fun as hell, i use it relentlessly in PvE and if im using sunbreaker in PvP ill be using the melee there too. If we're talking about nerfing the damage resistance of the sunbreaker when super is active this would effectively make the Suncharge node useless in PvE because you have to get close to the enemy to use it, and it would probably lose useability in PvP as well. Im sure theres a lot more that comes into balancing something such as a subclass than most of us realise, as it is now, for PvE i feel like it could use an extra hammer throw or a couple extra seconds of use, for example, without the node "forgemaster" active you can throw 5 hammers, with it active you can throw 7 and if you couple forgemaster with "firekeeper" and stay in the sunspot for its whole duration while throwing hammers you only get an increase of ONE HAMMER which to me seems like BS, i know everyone has their own opinions of this and im not entirely on one side of the fence here, i think sunbreaker could use some balancing but im not only talking nerfs, im also talking about some buffs too. Let me know what you think about all that ^ TL:DR This titan main says sunbreaker needs balancing but also some time spent on the finer details to make sure its still fun and useful.

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