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Destiny

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Editado por Sahvion: 9/4/2016 2:33:13 PM
1

Making Sunbreakers Competitive.

Post is meant to spark meaningful debate with facts and evidence we know about the class itself, and if someone has already said this then I apologize. The subclass itself is by no means terrible, it is just missing that one thing that would make it viable in sweats or other top tier pvp events, and I hope my post sheds some light on a few things you might not have thought about. Two words: Thermite Grenades. The Sunbreaker already has access to two good grenade options: Fusion grenades: magenetism is ridiculous. Great for single target kills, but with a team based game it makes it a lackluster choice. Incendiary grenades: probably overall the best choice right now, especially with Armamentarium. For some reason though, even when I plant one in between a squatting guardians legs, it will do minimal damage. Maybe a bug? Maybe just lag? Not very consistent for me, but I know a lot of guardians really like them. What sunbreker lacks is a zone control grenade that works, which all of the other subclasses have in a way. What I mean by zone control is that when you throw it, guardians are forced to move or they will die, or it can chase a guardian without you really having to aim it. - Striker has Lightning grenades. - Nightstalker has all 3 of its grenades and smokes on top of that. - Bladedancer has skips and arcbolts. (Even though arcbolts are underwhelming, I know.) - Voidwalker has axions and vortex. - Stormcaller has storms and arcbolts. - Sunsinger HAD firebolts. Nerfed :( - Gunslinger HAD tripmine. Nerfed :( - Even the Defender has spike grenades if they wanted, but supression works too. The Thermites pulse 4 times, doing 47 damage to guardians each hit. THAT CAN'T EVEN KILL A GUARDIAN STANDING STILL FOR THE RIDICULOUS AMOUNT OF TIME THE GRENADE TAKES TO PULSE 4 TIMES. I just don't understand how bungie looked over this detail. How can every other subclass have a solid zoning grenade and the sunbreaker have none? Makes little to no sense. A slight buff to thermites would benefit the subclass greatly. Here's what I would propose. - No change to the amount of pulses. (Maybe a new exotic could give it and extra pulse or two down the road?) - Each pulse does slightly over 100 dmg, OR each pulse does dmg and adds a burn that would add up to 105 or 110. (Ex. Being 80 damage base but do 4 ticks of 7 damage, which equals 108 total damage) - The speed of the pulse needs NO change, but it should compare to lightning grenades in terms of speed ONLY. - Keep the vertical arc so it can be different than voidwall and other grenades. - Maybe have where the initial impact of the grenade hits the floor do continual but very minimal damage. (Baby solar grenade) That's all. The rest of the subclass is solid. The melee is great except maybe range, but more range makes not a lot of sense either. The super is back where it should be, even though I do think explosive pyre and flameseeker are underwhelming and maybe bugged. The other passives are awesome between fleetfire, simmering flames, cauterize, and fire keeper, you have a ton of options for builds. I just truly believe a buff to Thermite Grenades would spark new life into the competitive aspects of the class. Post your thoughts, I hope you found this informative! P.S. looking forward to sunspot builds in Supremacy. Should work pretty well keeping people off engrams.

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