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Destiny

Hablemos de Destiny.
Editado por MiamiG95: 9/28/2015 9:19:33 PM
994

You want to nerf Sunbreaker?

So many on these forums are already crying for a nerf to the [i]only[/i] Crucible viable sub-class Titans have. The operative word here is [i]already[/i] - you know why that is? It's been a [i]week[/i] since Sunbreaker has been released, and now we have all the self-proclaimed PvP experts pouring in to tell us in their self-righteous tones that Hammer of Sol is [i]over-powered[/i]. A week was all it took for a few Hunters to decide they didn't like this new contender to the Crucible throne - before, they had little competition, but now, a [i]week[/i] after Hammer of Sol arrived, they've decided they've had enough. Remember when the Arc Blade insignia would flood your kill-feed game after game, indicating to you that some unstoppable Bladedancer was wreaking havoc on hapless victims for [i]fifteen[/i] seconds straight? Remember when the Golden Gun icon would pop up in the bottom left corner of your screen faster than you could track it? Now, Hammer of Sol is doing the [i]same thing[/i] and all of a sudden it's [i]not[/i] okay? Why was it okay for Bladedancers and Gunslingers to slaughter entire teams, but not so for Sunbreakers? Bungie, I ask that you don't take to heart what this group of spiteful Hunters has to say - they are bitter and have no interest in balance, they seek only to keep themselves at the top of the food chain and appeasing them would do more harm than good. They propose reductions to health, Hammers, and Armor - the things that are the very essence of the Sunbreaker. Changes to these aspects of the Sunbreaker would ruin the sub-class, and for that reason I ask you to [i]not[/i] listen to them, but to [i]me[/i]. The aspect of the Sunbreaker that skews the Crucible in his favor is [i]time[/i] - we are given twenty-five seconds to roam around the map to do as much damage as possible. I must say that is a bit much. A plausible change would be to reduce the time from twenty-five seconds to twenty - amplifying the sense of urgency while Hammer of Sol is active. This would also make it easier for bystanders to stall it out, which is already a [i]very[/i] viable tactic for surviving Sunbreaker onslaughts. That would be the [i]perfect[/i] resolution to everyone's problems. Do not reduce damage resistance. Do not reduce number of Hammers thrown. By reducing time, you would raise the level of skill needed to properly handle Hammer of Sol, seeing as right now it is [i]very[/i] forgiving of user error and can turn even the scrubbiest into slayers. Please, Bungie, don't ruin the greatest gift you've given us such a short time after we received it. [b]MODEST PROPOSAL:[/b] [b]Since everyone's greatest gripe seems to be the high damage resistance in combination with the healing factor, I'm going to suggest something. Eliminate Cauterize and replace it with a perk that enhances damage resistance, something like the following:[/b] [b]Fire Forged: Enemies brought down by your fire grant you ten percent damage resistance. Stacks up to three times.[/b] With this in Cauterize's place, opposing Guardians wouldn't have to worry about a Sunbreaker's health replenishing after each kill, making it that much easier to bring him down. The armor boost would make the Sunbreaker tough, but not invulnerable. Thank you for listening. If you have any suggestions other than the knee-jerk Armor and hammer reduction, please feel free to share.

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