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10/5/2018 4:56:40 PM
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Interesting idea. Personally, I think the tracking on the hammer and the speed it travels is fine. Think of it this way, if it flew any faster the tracking it had now wouldn't work very well (look at stickies with fastball). I think in regards to it's utility its fine, but an indicator of where it is would be nice. I hate throwing my hammer at something and then it kind of just vanishes, only to hear itexplode behind me. Also, the hammer still tracks in pvp. As for the super...a charge would certainly be nice, but I think it would reduce the utility of the hammer itself when its supposed to be the main feature. I think they could always use the uppercut style attack swords have in the air vs the spin to make it more usable, but not directly get rid of the spin. Just tweak roaring flames to reduce the energy required to spin, it would make it so much better. As for exotics, I was thinking maybe a melee charge that allows you to use a weakened version of your super slam that leaves a mini tornado. As much as I like the hammer throw, I feel this would be so much cooler as it would still allow you to make use of your big hammer. Maybe the exotic allow you to increase the total stacks of roaring flames to 5. Another one would be to have immolation fists grant all skill trees of sunbreaker explosive pyre on all solar abilities. On grenades and melee it could be weaker like a dragonfly explosion, but imagine explosive pyre for burning maul...hahahahahahaaaaa! *clears throat* excuse that.
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  • Edited by thesith411: 10/5/2018 5:38:14 PM
    Thank you for your feedback. Regarding hammer throw, guardians just seem too fast for it and you end up missing throws you were positive hit. Regarding slam and spin, they both do the same things (360° attack), except slam does it a lot better in damage, range, and cost. A charge/dash to replace the spin (akin to Suncharge in D1) would give the super much-needed mobility and a counter to in-air targets. It'd also make sense if your titan would take advantage of the warhammer's weight and propel himself with it.

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  • I like the spin though personally. Although a charge would be better, in terms of actual enjoyment...it would probably be pretty boring. The spin makes it feel unique from the other melee classes because it's a continuous damage attack. That's why maybe have it's air attack being a charge would be fine, but I personally like the spin. This super wasn't really designed for crucible and I'm fine with that. I've also hit some pretty crazy throws because of the throwing hammers tracking, not always, but it happens.

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  • Hey, you're right. Why not both? It could go a number of ways. You could have your titan spin while propelling forward. In what style though? Flying thor-style. An in-air sideways spin (arcstrider super dodge style, except not a dodge but an attack). A spin while shooting forward (like a fast spinning top). When it comes to fixing the spin, I just want it to be able to easily hit in-air targets (like sentinel and arcstrider), one-shot normal guardians (like sentinel and arcstrider), give some mobility (like sentinel and arcstrider), and a have reasonable super energy cost (like sentinel and arcstrider). Burning maul is supposed to be the most offensive melee super, but with that spin it somewhat fails in that aspect in PvP. Plus, I feel like all subclass trees should be viable in PvP. Your playstyle with those trees should dictate how well you do. It shouldn't have weaknesses as big as this though, to the point of hardly competing with others.

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  • I agree every super should be viable, but they probably won't go making direct animation and damage changes just for PvP, at least I don't think. This super, at least to me, is designed more to be a strict ground super. No other melee super in the game can even beat this thing if they get too close, just slam and they die. I think capitalizing on its ground game is where it should lie, because let's face it, that big ass hammer wouldn't be very useful in the air anyways. It's clunky as hell. That's why I suggested like an upper cut for the light attack in the air. It wouldn't be as good as say, a charge, but it would give it more flexibility without making game changers to the super itself. I really like it's current design. If anything, they should just improve its ground game more. Higher damage for spinning, higher efficiency for said spin, increase the damage of the tornadoes, and increase the projectile damage to 250 over 200. This super should be an absolute monster on the ground.

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  • If this super were to be a ground-based super, then why do we not get any buffs for being on the ground and instead have a ridiculous spin? This move doesn't kill in one hit, has terrible range, has terrible tracking, locks you in place when used on the ground (so you're an easier target as you're still in animation), costs more super energy to perform, and isn't good for mobility because of its cost and you don't get much of a boost. The spin itself may look cool to some, but at the moment, it's a detriment. I'm fine with it staying but it's going to need some changes.

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