If the Titan receives a nerf in damage reduction, so should Bladedancer and Sunsinger. Why should low armor classes be able to survive as much as a titan.
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Your armor during super shouldn't be based off of how "tanky" your class is that is terrible for balancing a game sunbreaker should be brought in line with bladedancer and sunsinger and probably will eventually it is a mobile super with more range and damage output from the other two, but gets more dangerous reduction letting them survive more, but gets to also have health regeneration after every solar ability kill? That is WAY too strong... trials will be an absolute nightmare going against multiple sunbreakers
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Editado por Terranaza: 10/5/2015 2:16:37 PMBladedancer already has, and Sunsinger actually requires a perk slot for high damage reduction. Not to mention The Ram nerf. So does that mean you'll agree to reducing HoS armor?
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It has already.
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Editado por Rags: 10/4/2015 1:21:49 AMBladedancer and sunsinger can be one shot by high impact snipers and GG even with max armor. Not to mention that HoS can dish out a lot more damage then arc blade and radiance.
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It should still be higher than those classes
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A max armor titan has a higher armor star than max armor hunters and warlords so should be able to take more damage
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PvP unbalance in the name of lore?
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No because they make up for it in other areas. Not all classes should be the same otherwise there is no point having more than one
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Titans should have more armor, and they do. But they should not have [b]that[/b] much armor in PvP.
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They have it because they move slower. Without it they would be countered easily with no effort, which is kinda what I think your hoping for. They are definitely easier to counter than bladedancer
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Titans are the fastest class in the game; look up titan skating. Bladedancers are pretty easy to counter if you're smart about it; sniper or shotgun melee. It's even easier now after 2.0. I seek only balance in PvP, no class or super should be so disproportionately powerful. If I was a scrub asking for nerfs because I don't know how to fire a weapon, I'd be asking for HoS to be nerfed into oblivion.
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Editado por KnobJuan: 10/5/2015 2:58:30 PMTitan skating isn't that viable during super and has a predictable trajectory. Hunters a are all over the place. I'm just saying that in my experience blade dancers stil decimate everything around them and hammer of sol goes down a lot easier than people make out.
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Skating isn't predictable if you're good enough at it. Hammer of Sol has no weakness whereas Arc Blade does. In fact every super has weaknesses while HoS is flawless.
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It's still drifting left or drifting right... Their lack of mobility IS their weakness! I personally find them easier to counter than blade dancers because of this
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All one needs to do is literally look in your direction and pull RT and boom, instant kill with tracking mini FoH.
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That's all you have to do with any super (not defender). And if you have ever used the tracking perk you would know it's not worth the perk slot.
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Nova Bomb, one time use. Golden Gun, need to aim, with damage drop-off Arc Blade, must be in melee range Radiance, spam gremades Stormtrance, limited range Fist of Havoc, limited range and one time use Ward of Dawn, cannot directly kill Shadowshot, need to aim, travel time
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Nova bomb and fog: One time use but have huge aoe to make up for it. Golden gun: extremely high aim assist and can kill from pretty decent distances. Blade dancer and the Warlock electric: does have short range but if you get in close then you will come out on top most times. Hos: has less mobility, a medium realistic range and nearly all perks are based around super but has increased armor to make up for it. They all have their ups and their downs and their ways to be countered and should not be approached the same
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Editado por Wernstrom: 10/5/2015 3:56:44 PMHammer of Sol has no weakness. This is well known. Good mobility, good range, amazing damage, amazing duration, ridiculous damage resistance, and health regen.
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Just because you say it has no weakness does not mean it's true
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It is true. Not because I said it. I say it because it is true.
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But it's not... Take then on from a distance and shoot them in the head with a sniper or a scout rifle and they will die. (Also I don't mean shoot them once then go on the forum and complain because it didn't die straight away! Keep on shooting until they die. It's amazing how well it works)
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Editado por Wernstrom: 10/5/2015 4:22:14 PMLol, if a hammerspammer engages me (or anyone else who is at least slightly above average) at long range they'll die. 20% of the time I'll die too because they toss a tracking hammer as they croak. I said good range, not long range; good range is optimum pulse rifle range, the most common sight line in the maps. Like I said, HoS doesn't require aiming within medium range. I know this because I haven't needed to aim when I use HoS.