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#Bungie

12/5/2015 4:49:58 AM
25

December Titan Nerf.

Forgemaster reduced by 20% there are many situations where hammers fall close to other guardians where you'd think they'd be taken out and aren't. I don't feel that the blast radius is overly large. 20% seems like a bit much. Flameseeker reduced by 25%..That's a ridiculous amount, the hammers aren't seeking targets even close to the degree that rocket launchers do. With how much everyone is complaining about hammers you'd think that they were tracking targets like rockets fired from Truth. This just isn't so. Decrease in damage resistance? Everyone is whining that it's hard to kill a Titan during hammer time..That's the point of a super. It's supposed to be harder to kill a player with their super active. Has anyone tried to kill a storm caller while he's doing his thing? Or a hunter while he's flinging arrows and cancels all of your offensive abilities and disorients you? Or perhaps a hunter during the bladedancer super? They zip around and are literally impossible to put rounds on and then there's the healing factor that gives them way too much staying power (bladedancer needs a good nerfing). It's hard to kill any of the classes while super is active and that's the point of it. A short period in which a player can be OP and act as a force multiplier. From my experience it's just as hard to kill a storm caller during their super as it is to kill a titan during theirs. The data shows that Titans are wrecking in crucible, perhaps that's because there are a lot of sunbreakers playing in comparison to other classes. They're a lot of fun to play with. It's numbers, if you have more sunbreakers playing of course it's going to show that they are doing serious damage. Bungie, I love your products but I think once again you might be screwing the pooch again with this nerf/buffing business. What does everyone else think?
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