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Destiny 2

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Edited by Dan_Koi: 11/29/2018 11:39:37 PM
101

Thundercrash and Burning Maul BUFF!!!

-Thundercrash is terrible. PvP and PvE. For PvE, you deal mediocre damage (only 10% Prime Evil; not even enough to kill the Gambit Witch). And PvP, the armor is so weak you get shutdown by Nova Warp instead of killing it. -Burning Maul is the worst PvP super. Slow, clunky and terrible hit registration. You take 3 spin attack hits to kill. And the Heavy attack is slow and rarely hits the target. A bunch of Forsaken Supers got buffed, what about Titan’s supers?

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  • Agreeeed

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  • Pretty sure there is no armor for thunder crash

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  • For anyone who is also interested in bubble changes: https://www.bungie.net/en/Forum/Post/249959804/0/0

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  • Burning maul has insane damage pot. Thundercrash is meh. Still more kill and damage pot than 3 shot golden gun though.

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  • Still waiting for the old supers to get a little touch up as well.

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  • I'm sorry but you're just a bad Titan my guy they're both extremely strong supers and I love both of them

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    • Edited by Nazo: 12/1/2018 11:04:17 AM
      I'm sorry, I honestly can't take you seriously right now. Thundercrash, a literal homing missile super that you can practically endlessly target an enemy with, is "terrible"? I'll tell you what's really terrible: Hunters have the exact same Arc super, except it can deflect projectiles while consuming even more super energy. It doesn't even deflect the damage back to the enemies (which would be even more useful). But, yeah, a Titan super that does about as much AoE damage as Fist of Panic did in D1 is definitely a big downer. Edit: Burning Maul is trash, I will admit that, but remove Thundercrash from your post, please.

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      • I understand burning maul but thundercrash nah

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        • Thundercrash is perfectly fine in PvP. I actually switch to Thundercrash over Sentinel if I notice I'm in a lobby with a lot of Blade Barrages/Nova Warps because Sentinel (unless you're using Banner Shield) typically loses out to those two supers in a 1v1. Thundercrash doesn't. If you're dying in the middle of casting Thundercrash, then you're not being smart about how you use it. You also get Inertia Override, which buffs [i]all[/i] weapon damage for a short time if you slide over ammo when you pick it up. It's great for Shotgun play, obviously, but the damage buff lets you OHK to the body with Snipers too. It's not as good a PvP class as top tree Sentinel IMO, but it's still good. You just have to think a bit when you use it, God forbid.

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          • Burning Maul uses a lot of super for just spinning around like a mad man. I'm ust glad the super doesn't use a lot of energy like Fists of Havoc slams. But yes, it needs a buff to duration and base damage.

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          • Burning maul needs a damage buff that’s it, thundercrash does decent damage, probably the most out of all the titan supers already.

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            • The only thing they need to change about burning maul is that it sends yellow bars you don't kill flying up into the air for some stupid reason, making them even harder to kill. Bungie, please remove this stupid ass mechanic. Thundercrash should do at least the same amount of damage as blade barrage, and imo about 25% more damage due to the fact that you need to activate it, fly to target, and then you are potentially in a danger zone if you don't kill whatever you attacked (bosses and primeval). Blade barrage you can activate from a safer distance and get it off quicker.

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              • Uh buff Blade Barrage and Nova Warp?

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                • Edited by WulfPak666: 12/1/2018 3:26:24 PM
                  I'd have to disagree woth you on thunder crash being bad in pve. Skullfort works with the death from above punch and if your helm has a perk that gives you bonus super from melee kills, super for days. You can pop your super 3-4 times in a single round of Gambit, easy. And it is really good for insta killing the 2 wizards in Gambit. In PvP, you can easily shut down anything if you are not super obvious about it. "Like oh, that Nova warp is coming right at me. Im gonna run at him and pop my super." Nope. Don't do that. I see a lot of people trying to do that. They are easy to shutdown. Burning Maul however is some shyte. Thing does tickle dmg to bosses. Or maybe it ita just meant to clear ads? If so, I can't expect it to do much in terms of boss dps unless you are also using Melting point or boop Cannon as a passive buff. I found it to be a little underwhelming in PvP. The spin is decent if you manage to catch people off guard. I've killed people through walls with the ground slam though, not sure how that works. :/

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                  • I hate to say it, but you can't compare ANY other super with Nova Warp right now. Nova Warp is on a whole other level than the rest. I disagree about thundercrash. I have seen some nasty plays with it and its honestly not too bad (and that's coming from a hunter main). Burning Maul though, yeah it's trashy but lets be real if you're running sunbro, you need melting point equipped.

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                    • Thunder crash is damn weak, I got shotgunned out of my super the other day... On the other hand, I shotgun a blade barrage guy, AND punch him and he has 40% HP left.

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                    • <HAVE YOU NOT NOTICED THAT THE BURNING MAUL VORTEXS GO TOWARDS THE CLOSEST TARGET?>

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                      • sure, if hunter dodge can actually dodge.

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                        • Edited by Fenrir: 12/1/2018 4:01:01 AM
                          Just finished this today. If you think burning maul is bad. Your obviously not using it right https://www.youtube.com/watch?v=IXQaTlhCXvs

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                          • Burning Maul: Agree with 110% Thundercrash: You simply are not addressing the fact that when paired with exotics like Insurmountable Skullfort (especially with Hands-On) You can get the ICBM super in just 4 4 man slams. I challenge you to take that build into a gambit game and focus on ad clear and not invading, then try and say "It needs a buff" I play CotM almost religiously when on my titan, even over Hammerstrike Sunbreaker.

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                            • The entire Super/Subclass system kinda sucks right now - too many roaming Supers (only 1 or 2 of which are ever any good), too many subclass nodes that would provide better synergy if we could mix'n'match, and too many niche abilities that should have been Exotic perks (and too many essential Exotic perks that should have been subclass nodes). For instance, Striker should only have 2 sub-classes - a DPS single-slam OG variant good for massive PvP damage or high-level PvE activities, and a much weaker (but quicker) roaming variant good for PvE crowd control or fast-paced PvP moves (e.g. double-shoulder-charging for a kill rather than recklessly pounding everything in sight). Code of the Missile could have just been attached to Helm of Inmost Light or the old Death From Above node, able to be used with either the single-use or multi-use Super, while the Melee and passive abilities could be used with either (and dual grenades could go back to Armamentarium rather than a subclass node). Same applies to Sunbreakers - give us a thrown-hammer variant and a maul variant, and let us run Sol Invictus, The Ability Formerly Known As Melting Point, or the boop hammer with either of them (and yes, FFS, fix the hit registration on the Maul - I don't know what it's trying to lock onto during a point-blank smash, but it's very rarely the enemy directly in front of the player...I've watched my character do 90-degree turns mid-swing to avoid hitting the only thing I could have possibly been aiming at). As a crowd-control-oriented PvE main who lets overgeared teammates deal with bosses, I'd love to mix the boop hammer, Sol Invictus, Explosive Pyre, and Vulcan's Rage (with Thermite 'nades and Hallowfire Heart) - I'm less interested in Sun Warrior, especially with Hallowfire, but the ability to throw a single hammer into a crowd of Thrall on a Brawler day and watch them all chain-explode into a roaring field of Sunspots would make playing as a Titan actually fun again. The problem with having 3 variants of each subclass is that none of them are really great, and each just emphasizes the shortcomings of the others - rather than having 2 really good Striker or Sunbreaker options that we could tweak to fit individual play styles, we have 3 really mediocre options with no flexibility. IMO, Forsaken had 4-1/2 good supers/subclasses, and 2-1/2 of those went to Warlocks - Blade Barrage is decent (better than decent with Shards, but it's a straight rip-off of Nighthawk with a larger spread), and Missile is mediocre but has some potential (not good enough for the single-use trade-off). Nova Warp and Chaos Reach are not only exceedingly good, but they're examples of a reworked Super and associated subclass done right (a weak DPS super turned into a roaming monster with above-average perk nodes, and a weak roaming Super turned into a powerful focused burst with above-average perk nodes), and Well of Radiance isn't my cup of tea but is very useful in certain situations (would have been even better with Radiance-style ability regen for anyone inside the Well, even if it was only a 50% boost...as a solo, it's a bit too passive for most activities, and I can't justify giving up Dawnblade damage for standing still in a Rift). Now that Season of the Warlock is coming to a close, maybe we'll see some love for Hunters or Titans next - Destiny changes always come in cycles, and Forsaken definitely favored Warlocks (and Pulses), Black Armory should see something else rise to the front.

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                              • Burning Maul is legit trash, I 100% agree. Thundercrash is good in PvP but it's melee isn't imo, it's super situational and gets you killed the majority of the time due to the frames while charging it up for 1/5 secs and then diving down. I was so stoked to play this class and when I finally did I was sorely disappointed.

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                                • They should make it so thundercrash doesnt drain super energy but leave the automatic descend. This way if you die while activating it you wont lose your super completely. Buff damage and armor.

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                                  I don't think there is even a reason to use burning maul. Its pretty trash as a super to be honest. It needs a raiden flux type exotic so atleast it would be good for clearing ads.

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                                  • Thundercats doesn't need a buff. But Burning Maul. Oh god.

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                                    • Thunder crash needs a bigger aoe or more damage, burning maul should get a way to apply a melting point like perk

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