Currently, Sunbreakers are one of the weakest and least used subclasses in the game, and there's no question as to why. Gunslingers completely overshadow Sunbreakers in every single way. They have both a better super game and neutral game. Sunbreakers have their entire subclass devoted to their super (besides the PvE perks), unlike the Gunslinger, which focuses on neutral game. Still, Golden Gun is better than Hammer of Sol and Sunbreakers have no where close to a decent neutral game to counter this. The goal of this thread is to make Hammer of Sol stronger than Golden Gun and slightly buff their neutral game to be half decent.
1. Buff the Thermite Grenade to kill in 2 waves of flames.
This grenade is currently the most laughable in the game. Even if all 4 waves hit, it still won't net you a kill. The grenade can also easily be seen and avoided. This will slightly buff the Sunbreaker's neutral game.
2. Fix the bugs with the Super and Melee modifiers. There have been countless times where I've landed a hammer or melee only for it to net me little or no damage. I'm not asking for buffs here, just for the modifiers to work as intended.
3. Flameseeker
I understand hammers were overpowered, but the nerf to Flameseeker was just ridiculous and unneeded. Hammer tracking was horrendous to begin with when The Taken King launched. Now, you'll be lucky to even notice a difference in your hammer's initial direction. What I'm asking for here is to completely unnerf Flameseeker and to increase the speed of the hammers when choosing this node.
4. Fleetfire
This perk is decent, but it lacks in PvP. The Stormcaller's node Pulsewave has more speed then when this perk is stacked up to 3x, which isn't an easy fate in PvP. Have you seen what happens when you stack 4 Speed Boosts in Halo 5? Check this out: http://youtu.be/wGqnFaeskfA
(*watch video*)
That is the type of speed I want to see Sunbreakers gain when this perk is fully stacked (maybe a little less). This will greatly help both the super and neutral game of the Sunbreaker.
5. Unnerf Cauterize
Alright, bear with me. Currently, this perk is the go-to for Sunbreakers. Both this perk and the 55% damage reduction were nerfed in the update a while back. This combination of nerfs completely neutered the super game. I want to bring back both of these modifiers, BUT make it so you can never have both of them activated at the same time. More on that later.
6. Fire Keeper
This perk is also lacking in PvP. Standing still in a Sunspot while having your super active is one of the least beneficial things you can do. Everyone is meanwhile running away from you. What I'm suggesting is that this perk grants 55% damage reduction in your super. Now, don't start freaking out. Let's think about this for a moment. Fire Keeper will pressure players to pick Scorched Earth instead of Forgemaster or Suncharge. This makes it even harder to net kills with hammers, but you will benefit with increased survivability. Also, both Cauterize and Fire Keeper are in the same tree so they can never both be active. And besides, even if they do pick Cauterize, you can kill them in one headshot with high impact snipers.
Sorry for the wall of text. Please like this thread so we can get more people to notice this. Thanks!!
TLDR: Buff Sunbreakers to be on par with other subclasses
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1 Respuesta[quote]Currently, Sunbreakers are one of the weakest and least used subclasses in the game, and there's no question as to why.[/quote] Pretty large assumption there btw. [quote]Gunslingers completely overshadow Sunbreakers in every single way. They have both a better super game and neutral game.[/quote] Absolutely not. Gunslingers get 3 shots, no damage resistance, no travel time, 12 seconds of super usage with only Circle of Life as a super duration boost, and an AoE that only activates on kill. They can get a second throwing knife, a reload speed buff on crit kill, or super range. They can get melee energy from ammo, super piercing abilities, or a stability buff from crit kill. Their melee can give more super duration, cause a burn, or refill immediately upon crit kill with it. Their grenades can be the phenomenal Incendiary Grenade, Trip mine, or Scatter grenade the only tracks if you walk into it. Their super can be more accurate, make AoE explosions on kill, or take a minute off recharge. Sunbreakers get between 5-7 hammers depending on how rapidly you throw them and which perks you take. You get upwards to 20 seconds of super energy while losing around 3 seconds instantly with each hammer throw. Every hammer creates an AoE that one hits non-supered guardians. The hammers fly fast enough to be unavoidable in close quarters while requiring some aim in medium range. They can choose between health regeneration on grenade kill, melee charge kill, super kill, or gaining an over shield in an AoE sunspot. Or use THE BEST neutral game perk in the game to get half regen time grenades and melee charge at the cost of their super. They can get tracking for their super (didn't work in the first place so no idea why they nerfed it) chain AoE from super kills, or get significant buffs to reload speed and agility on Grenade, Melee, or super kill. They get the phenomenal Incendiary Grenade (same as the Gunslinger btw) the sticky Fusion grenade, or the wall making thermite grenade which is pretty useless. Their melee can choose between weakening an enemy, creating a sunspot on kill, or regen their melee charge instantly on kill. Making a sunspot with the overshield perk or healing after melee kill then getting that charge back is awesome. In both cases, the survivability in CQC is pretty good. [quote]Sunbreakers have their entire subclass devoted to their super (besides the PvE perks), unlike the Gunslinger, which focuses on neutral game.[/quote] Both not true as shown above. Gunslinger gets gun buffs from precision kills. That's pretty much all the Gunslinger can buff on their own. While Sunbreakers can get healing on ability kills or an overshield, speed and reloading buffs on ability kills. Plus they both have Incendiary Grenades. [quote]Still, Golden Gun is better than Hammer of Sol and Sunbreakers have no where close to a decent neutral game to counter this.[/quote] In some aspects, the Golden Gun is better just like in some aspects the Sunbreaker is better. Supers have a specific area of expertise. Golden Gun has pure, unadulterated killing power but absolutely no survivability whatsoever. Sunbreakers get powerful hammers that take some aim and skill with some pretty damn good survivability. [quote]1. Buff the Thermite Grenade to kill in 2 waves of flames. This grenade is currently the most laughable in the game. Even if all 4 waves hit, it still won't net you a kill. The grenade can also easily be seen and avoided. This will slightly buff the Sunbreaker's neutral game.[/quote] I'm fine with this. Lightning grenades kill in 2 so no reason this can't. [quote]2. Fix the bugs with the Super and Melee modifiers. There have been countless times where I've landed a hammer or melee only for it to net me little or no damage. I'm not asking for buffs here, just for the modifiers to work as intended.[/quote] Don't make the mistake thinking Sunbreakers are the only subclass to suffer from hit detection. The proximity detonation bug needs to be fixed too. [quote]3. Flameseeker I understand hammers were overpowered, but the nerf to Flameseeker was just ridiculous and unneeded. Hammer tracking was horrendous to begin with when The Taken King launched. Now, you'll be lucky to even notice a difference in your hammer's initial direction. What I'm asking for here is to completely unnerf Flameseeker and to increase the speed of the hammers when choosing this node.[/quote] I like the increase in speed. Rather than tracking, I'd like to see this perk remove the arc similar to how Lance makes the Nova Bomb go in a straight line. [quote]4. Fleetfire This perk is decent, but it lacks in PvP. The Stormcaller's node Pulsewave has more speed then when this perk is stacked up to 3x, which isn't an easy fate in PvP.[/quote] I disagree, a single stack is noticeable and if you get 3 kills from HoS your pretty buffed by the end. [quote]5. Unnerf Cauterize Alright, bear with me. Currently, this perk is the go-to for Sunbreakers. Both this perk and the 55% damage reduction were nerfed in the update a while back. This combination of nerfs completely neutered the super game. I want to bring back both of these modifiers, BUT make it so you can never have both of them activated at the same time. More on that later.[/quote] Absolutely not. The 3 second cool down is so you can't go running through a team healing on every kill. Cauterize combined with the high lethality of the Hammers made for a too strong of a combo. [quote]6. Fire Keeper This perk is also lacking in PvP. Standing still in a Sunspot while having your super active is one of the least beneficial things you can do. Everyone is meanwhile running away from you. What I'm suggesting is that this perk grants 55% damage reduction in your super. Now, don't start freaking out. Let's think about this for a moment. Fire Keeper will pressure players to pick Scorched Earth instead of Forgemaster or Suncharge. This makes it even harder to net kills with hammers, but you will benefit with increased survivability. Also, both Cauterize and Fire Keeper are in the same tree so they can never both be active. And besides, even if they do pick Cauterize, you can kill them in one headshot with high impact snipers.[/quote] You gain an overshield from a sunspot which is usable outside of your super as well. And it's not like you can't move from sunspot to sunspot. It actually makes assaulting teams easier cause you limit their moving abilities while gaining a fresh overshield every time you enter one.
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1 RespuestaThe sunbreaker should have everything improving its neutral game removed and just have its super game be the classes single focus
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I main a titan and this is a lie there is never a moment this Thor super feels bad it will always be good it just takes experience to get used to the play style
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2 RespuestasDoesn't the Hammer have the longest duration of any wandering Super?
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It's usually on-par with the other Titan supers. Defender-0 Striker-1/2 Sunbreaker-1/3 Looking at my personal experience with the Supers, although Warlocks [b][i]seem[/i][/b] to outdo the Titans and Hunters just slightly, each class is about the same in the hands of a [b][i]normal player[/i][/b]: Voidwalker-2/3 Sunsinger-1/2 Stormcaller-2/3 Gunslinger-2/3 Bladedancer-1/3 Nightstalker-0/2 Again, just my personal experience, and not taking into account players that are extremely skilled with those classes (we've all either seen or been the guy get a penta-kill with Storm Trance, or a four-piece with Fist of Havoc, etc.) or just lucky streaks. Also, didn't account for kills inside the Ward of Dawn, because those technically aren't Super Kills. Same reason I put down 0 for Nightstalker, since Tether kills (while useful) aren't technically super kills.
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1 RespuestaSunbreakers were supposed to be the equalizer for Titans. As a warlock and hunter mostly, I haven't ran from a Sunbreaker since the nerf. Supers are supposed to be super. Nerf the nerfs. @bungie #balance
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Gunslinger has probably the worst neutral game out of the Hunter class with the best offensive super. Kinda like Sunbreakers. I still see Sunbreakers putting in work, especially if they're good at skating and have Twilight Garrison, so I don't really know where this is coming from.
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9 RespuestasMy biggest issue is grenades and hit detection on super. Even using the sticky made it often just rolls off of the enemy if/when they jump (the easiest time to peg a guardian with a nade) the activation timing even is garbage for that grenade. Also tracking column is broken now, which I am ok with, since before the super was like having a max ammo truth 2-3x a round lol
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Am I the only one who feels that Sunbreakers have been working better since the update?
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Maybe we should tell him that getting sniped in the face is a common thing for all supers?
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2 RespuestasI honestly can't tell if this is a joking post or not... First point, the gunslingers' grenades, throwing knife, and super are all very good. But their neutral game perks are GARBAGE. Circle of life? Scavanger? C'mon. Second off, I seen more Sunbreakers in Crucible than defenders, voidwalkers, and stormcallers. Their entire class is in a pretty solid spot right now. I've seen people who can use it to great success, you just need to actually be good at the game. And what, how many buffs did you suggest? Six? I'm pretty sure that's even more than the amount of nerfs it received. Changes like un-nerfing cauterize and buffing a grenade are completely un-needed. Other changes would result in a more broken subclass than we had before. TL;DR : Based on personal experience, Sunbreakers are still popular and viable in Crucible, and don't need said buffs. Also, props to you for voicing your opinion in a cohesive and intelligent way, and actually suggesting changes. Don't think for a second that I'm hating, I'm merely against your opinion. I respect it nonetheless.
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I'd like hit registration to actually be fixed for all classes. And the perk that immolation fists grants to have a bigger explosion. Why? Because explosions.
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Sunbreakers have the exact same damage reduction as Bladedancers (which have a short range Super) and Sunsingers (which have a Super that just buffs the neutral game). Imho that is perfectly fine. Cauterize needs to be left alone. This perk without any kind of a cooldown time is OP as hell considering that hammer explosions cannot damage the Sunbreaker. Make it that Sunbreakers can be killed by the explosions of their hammers up close just like Voidwalkers can by Nova Bomb and we can talk about removing the cooldown. The G&H effect on hammers needs to be re-tuned so that Hammers only explode when in 1 hit kill range. The explosion radius needs to be buffed [i]slightly[/i] on top of that. As for Sunbreakers having no neutral game: with max Dicipline and the perk that doubles melee and grenade cooldown time when your Super is charged they can get fusion grenades every 15 seconds. That is frankly amazing. Yes, it means saving your Super for special situations but Warlocks already face that same challenge in the Tlaloc. The problem with Sunbreakers was that they were frankly unkillable as they could not be 1HKed by anything except Black Spindle, and with endless Cauterize you could not team shot them effectively because every kill brought them back up to full health.
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I say just make all supers strong since they are a super, but just make it so you can only use it once or twice a match, instead of 4-5 (depending on the amount of kills/orbs you pick up)
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Sunbreakers are only usefull in mayhem were the super recharge makes them near invincible
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Perfect way to put it. Bungie should employ you.
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1 RespuestaBump. #TitanMasterRace
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Rebuff everything except armor and cauterize.
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3 RespuestasTry sun charge, Come back and tell me its under-powered after you one-hit an armor of light titan.
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I use sun breaker and reck teams all the time.
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Didn't even read post just the tittle and thought of this:[spoiler]on a warlocks arms![/spoiler]
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The original nerf was overkill. The cd on health regen and armor nerf would have been fine imo. Revert the rest back to normal. Instead of a short sighted op set of buffs like this.
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Editado por AMC_07: 4/20/2016 3:18:48 AMAs a hammer bro, really the only thing that needs fixing is the hit detection on hammers and the melee as it is faulty. I was worried about the nerf at first, but I got my first phantom with one round of hammers post nerf. They are still very deadly. With that being said, these are creative ways to help buff the super a bit. I can get behind more shields for the sunspot build (although it's really for PvE), faster movement from fleet fire, and a more viable grenade option. It's not really necessary though
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It takes a headshot when in super it's fine.
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Just put the shield on par with other roaming supers (50% I believe) and fix the hit registration and it'll be fine.