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Edited by Apex of War: 10/17/2015 7:55:02 PM
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How to fix Sunbreakers: The solution nobody sees

Just to clear the air. I'm a Sunbreaker main. I hope HoS does not gets nerfed (I'd love that actually). But the fact is, eventually Bungie will turn our direction with the nerf bat and swing away. I'd rather offer suggestions than hope they don't castrate Sunbreakers. Here's my theory on how to balance HoS without a neutering it: [i][b]Forgemaster: When Hammer of Sol is active, Titans have reduced Agility and Lift (or alternatively, reduced damage reduction). Suncharge: Hammers consume more super energy, Suncharge consumes less super energy. Fire Keeper: Hammers consume considerably less super energy when standing in a Sunspot.[/b][/i] 1. Titans will be slightly easier targets with Forgemaster, but that's the trade off for having extra hammers. Risk vs Reward. 2. Suncharge will be viable choice, but emphasizes Suncharging in close proximity over throwing hammers. Risk vs Reward. 3. Sunspots (Scorched Earth/Fire Keeper) get a much needed buff. 2-3 more hammers than Forgemaster and an overshield, but at the cost of being limited to Sunspots for maximum effectiveness. Risk vs Reward. [b][i]TL;DR - More hammers, but be an easier target. Or be a tougher target, but have less hammers.[/i][/b] [spoiler]Edit 1: No longer applicable Edit 2: Additional tags Edit 3: Clarifying some stuff up front to help those who don't read the entire post Edit 4: Added suggested buff to Fire Keeper. Currently, Forge Master in itself nets more hammers than the Scorched Earth/Fire Keeper combo. Edit 5: 600+ replies and trending, keep it up guys! Edit 6: 800+ replies!!! Added a note up top since people read 'no double jump' and freak out. Edit 7: Simplified the entire post and made it shorter. Also limited mobility limitation to just the Forgemaster talent and a change to Suncharging to emphasize Suncharge over throwing hammers. This distinctly separates the 3 builds from each other and helps address some things you guys had issues with. Edit 8: 1000+ replies!!! Also fixed some grammar Edit 9: 1200+ replies :) by popular demand, added an alternative change to Forgemaster[/spoiler]

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  • Edited by GraciousEel761: 10/15/2015 8:06:23 PM
    I don't like this idea. Not because "I want Titans to be OP", but because it would be way too clunky. I think an armor nerf makes sense. But honestly, If the Titan misses their throws, they aren't that hard to take down. I was Sniped today, with 1 shot. Full health, just activated and popped around a corner and Dead. It was instant. I don't think they are as strong as people make them out to be. Just chill out. We dealt with Blink/Shotgun and really good supers for months. Learn how to survive. Its the Crucible way.

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    • Yeah because Titans seem to think tanks should be fully mobile.

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      • Its a tank class, tank super right? So let's make it that. 1. Keep the hammers 2. Keep em tracking 3. Keep the armor and regen 4. Hell keep the blast radius Just make em move slower just as a tank would. It'll make it "survivable" for the average scrub but not wreck its awesome use in PvE (especially partnered with muh shadowshot) Yes I'm a hunter. K/D 2.0. I wreck Titans regardless.

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      • I think an easy fix to all supers is taking away over shield/extra armor and health regen perks. This is why Bo3 pvp can have "supers" and still be extremely playable. Yes, you're a killing machine; yes, other players can still be rewarded for going toe to toe with you and outplaying you. It's not hard. I can't believe it's not been done yet.

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        • Sounds viable

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        • That's absolutely ridiculous. Instead of having to run away youd just have to casually walk away to safety. And sunbreakers would net zero kills. Sunbreaker is fine. Come at me. Take away basically any perk and it becomes useless

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          • "No sprint" would bring on the tears majorly. It would be really easy to escape them.

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          • Good idea.

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