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Destiny 2

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Edited by DuBChiri2: 10/14/2019 12:08:01 AM
14

Burning maul and thundercrash could still use some work.

I know people have seen these posts a hundred times, but I'm genuinely tired of them feeling so out of place or weak. There's not a single place in the game where I can say these two supers are better at something than the other titan supers. Burning maul: [spoiler]To make burning maul a strong super, you have to stack roaring flames and it feels so weak without stacks. You aren't ever going to attack without at least 1 stack, but still. The neutral game only working around the throwing hammer is fun, but grenades are really the only thing that get the job done, especially if you aren't using synthoceps. The light attack is still terrible, it's tracking is bad and it offers virtually nothing that the heavy attack can't do. Transfer 30% of roaring flames power to the base super (leave the damage bonus on abilities at the current values). Grant like 10% grenade energy on picking up your throwing hammer after damaging a target. Put a marker on your throwing hammer so you can find it when you lose it. Change the light attack to a single hit instead of multi hit (example, instead of doing 20 damage 50 times, do 100 but have the hit box linger while you move with it just to match the animation). Increase the light attacks energy efficiency. Burning maul has power, but right now it's power is not worth more than having a better neutral game or ranged ad clear. Top tree sunbreaker has ways to deal very similar damage to burning maul while also being less limited with the super, its neutral game doesn't regenerate anything, but it's still much more valuable. Bottom tree sunbreaker also has very similar super power while also having a self buff, health regen, and ability regen. The other two are always going to be better, but burning maul should at least have a chance to be valuable.[/spoiler] Thundercrash: [spoiler] Thundercrash is also in a place that just simply does not allow it to fit in. It has a weak super and it has practically no valuable pve neutral game. The super energy regen is nice and all, but unless you wear a very specific exotic or spec exclusively for melee, you aren't going to be using your super much more often than any other titan super. It is such a fun super and melee to use, but it's just so lacking in every department that it's just not fun to use when it matters. Bottom tree sentinel is a better super and has a really fast way to regenerate super energy, all by simply standing in a crowd of enemies and killing them. In this game, that's pretty much always so you can get your super insanely fast. When I do the vex offensive, I average 8 supers by myself and I also have a super with better ad clear, damage and orb generation. It's just so bad. Increase thundercrash damage by 40%. Increase aftershock damage by 150% (aftershocks are too weak in pve, not even killing red bar vandals without multiple aftershocks). Grant 10% melee energy per target upon damaging them with your charged melee (without the charged melee, you can't get super energy which means you don't access 50% of your neutral game for long intervals unless you build very specifically). Allow inertia override to work on ammo even if you don't have the correct weapon type (in crucible, if you don't have a special weapon equipped, 90% of the time you won't get it to activate because enemies don't drop primary ammo very often, so allowing you to at least proc inertia when using double primaries will be useful). Grant 5% melee energy for killing enemies while sliding (something to promote sliding when inertia isn't available, which is a lot because ammo drops are rng).[/spoiler] In the spoilers are my thoughts and ideas. I think those two supers have a ton of potential, but as of right now they just don't bring anything to the table. In the right situation with the right build they are strong, but they are very lacking outside of those specific situations. Burning maul has power and a restrictive neutral game that you won't really be using in harder content because it's too risky. And thundercrash is just too weak while not offering very much except for super energy, which also can be beaten by bottom tree sentinel. The ideas I suggest don't have to happen, but I've tried to make real use of these two for a while now and it just feels like a waste. The improvements are reflective of what I believe is wrong with them and how they could potentially fix them. Feel free to give me some ideas, tweaks, etc below. But please, don't just say no because "titans are already good," that's not a proper argument and it can easily be used against anything. I could've said that before they buffed it, that bottom tree tether is fine because the other 2 are good or the class is good. That's stupid.

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  • Burning mail needs a light attack buff and thundercrash needs a duration buff.

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  • Pretty much all my time spent on my Titan is with Burning Maul. I think the subclass is great. Spam the heavy attack and you get free kills. Throwing hammers are great too

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    • if they removed the aftershock and made the super pure damage with a fair blast radius, I think that would be fine, because most bosses just walk away from the aoe in less than sec.

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    • I used thundercrash against a boss the other day and I'm pretty sure the boss laughed at me. The damage is pathetic

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    • For the risk you take by getting in really close, Thundercrash ought to be the highest damaging Super in the game

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      • As well as the above buffs, I’d also like Thundercrash’s range doubled.

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      • Can't stress enough about thundercrash. I use it a lot because I desperately want it to be good but it is incredibly underwhelming. It will always be my baby and I await the day it can finally compete with the top supers.

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      • Edited by Infamous067: 10/13/2019 7:40:48 PM
        Bottom tree nova bomb could use some work too, no matter how many times bungie buffs the vortex effect, the nova will always suck because it travels so slow. All bungie needs to do is replace the bottom tree nova with lance nova bomb. They can even go as far as making it shoot like lance nova but the explosion is as big as the vortex and still give it its vortex effect.

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      • Bump just for the marker so my heart can shatter as I watch it hit two dregs and fly off a cliff

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      • I agree, the fix can be way more simple though. Thunder crash: Melee kills grant super energy and a small amount of grenade energy Double the after shock damage and increase duration of aftershock from super Increase base damage by 20 percent Maul: Marker added to track hammer Light maul strike damage boost, maybe double it Super activation triggers roaring flames x1

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      • Edited by Mythic: 10/12/2019 9:25:31 PM
        The problem with buffing the base damage of Burning Maul is the fact that Roaring Flames is tied directly to it. Roaring Flames increases base damage per stack as follows: x1 20% x2 44% x3 126%. You cannot increase the base damage of this Super without completely removing the effect Roaring Flames has on it (similar to what happened with combination blow on Arc Staff). In my opinion, Burning Maul only needs some minor tweaks, not an entire rework. Here’s a few things I think it needs: 1. Add a waypoint to the throwing hammer. 2. Tireless Warrior rework: After killing an enemy with your throwing hammer, hold (melee button) to summon your hammer. Targets struck on its return triggers your health regeneration. 3. Increase the duration of Roaring Flames from 15 to 20 seconds.

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        • Edited by Forest: 10/13/2019 7:06:50 AM
          Sunbreaker as a whole needs buffed. The hammer of sol has no tracking and a super player needs 2 to 3 hammers to the face to kill. "But exploding hammers !!!". Shut up the mortars that form from exploding hammer deals the same amount of damage as a incendiary grenade so they can't even OHK non-super guardians. You have to get a direct hit with hammers to kill which again they have zero tracking making it super easy to dodge out side of 10 meters. starters hammer of sol has tracking. Top tree give hammer a actual explosion on impact and give the mortars a bigger blast radius. Bottom tree grants a overshield while standing in a sunspot regardless if you are in your super sorta like in D1. Maul honestly have roaring flames last 7 or 8 seconds and for the love of Cayde-6 INCREASE THE SPINNING ATTACK DAMAGE ! It takes like 3 hits to kill a non-super guardian with it. Repeat IT TAKES 3 HITS FROM A SUPER TO KILL A NON-SUPER GUARDIAN !

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        • Edited by Mythic: 10/12/2019 10:22:36 PM
          Thundercrash needs a 60% buff to its Super damage. I don’t think Bungie wants it to be useful without using Skullfort or I’d give a lot more feedback.

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          • Quiver on nightstalker is beast tho

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