I made this comment and it was requested to be turned into a post so here is the differences between sunbreakers, gg, and bladedancer and why SB needs fixed:
[b][u]sunbreakers[/u][/b]
- throws mini nova bombs with stupid blast radius
- tracking hammers and chain damage with immolation gauntlets
- immediate health regen
- has proximity blast so you don't need direct hits, just gotta get pretty close
- 55% damage reduction
- can one shot most supers, and then have 5 more hammers to throw
- supers that can one shot it only have a one shot super (fist/nova/nighthawk gg) or require 2/3 gg shots.
- 26 second super when no hammers are thrown giving a lot of time to roam the map looking for people
- can get off 5-7 hammers depending on how much you spam it: twice the capacity of gg
- can't be one shot by [u]most[/u] snipers like the rest of the supers (I love black spindle for that very reason)
- only unreliable at long range distance. Cqc to medium-long is almost an automatic kill because the flight times pretty quick
- the lunge Melee perk is just a more powerful version of razors edge that not only kills the person, but can send there body flying into another teammate causing damage or killing said teammate similar to combustion on gg
----a powerful super with no disadvantage to balance it out
[b][u]golden gun (the other class people say was op)[/u][/b]
- 3 kill max w/out helmet
- accuracy problems with long range shots so medium-long was its limits
- zero health regen
- zero damage reduction
- easily killed by other supers
- could one shot other supers, but only had one or two shots left
- requires a direct hit, a miss is a miss, not "ehhh that was close enough"
- zero blast radius for hitting the wall behind you or the ground right next to your foot, still a miss
- snapshot ads was no different than that of any other hand cannon
- 12 second super without firing a shot, meaning if you don't use it, you lose it and you better pop it at the right time.
- no tracking bullets
----a powerful super, but there were downsides In being squishy and with limited bullets and a short time frame that balanced it
[b][u]bladedancer[/u][/b]
- requires direct hits from knife or short range burst (razors edge) that took out like 1/4 of the super
- around same length as gg, but could be extended with helmet
- in order to decrease likeliness of dying from sniper headshot or shotgun blast is to use [u]super energy[/u] in order to slash around and become hard to hit, therefore limiting the amount of super you had left.
- damage reduction, but could still be one shot by supers, snipers, and shotguns
- health regen but only after direct Melee kills or short range attacks. It requires you to be in dangerous territory of shotguns; not throwing a hammer cross map at a sniper whose already put two body shots in him and is still alive
- again to reiterate in a different way, most of the lethality of the super came from using its own energy in order to become hard to hit and only could grant a large number of kills if everybody was grouped up, otherwise you could really only kill what was in the immediate vicinity
----very powerful super, but balanced by its range limitations and use of its own super energy to aid in not dying.
[quote]I made this comment and it was requested to be turned into a post so here is the differences between sunbreakers, gg, and bladedancer and why SB needs fixed:
[quote]first off, MAJOR PROBLEM! YOU ARE ONLY COMPARING SUPERS! The sunbreaker class is deisnged for an overpowered super because the entire class is built to make the super the best. The class has [b][i][u]nothing[/u][/i][/b] but its super. With that said, i shall debunk your points[/quote]
[b][u]sunbreakers[/u][/b]
- throws mini nova bombs with stupid blast radius[quote]incorrect. The blast radius is nowhere near the size of a nova bomb, and without hammer forged, the explosion size is actually quite small. [/quote]
- tracking hammers and chain damage with immolation gauntlets[quote]tracking allows for a 30 degree direction change, not much, you are correct about the gauntlets[/quote]
- immediate health regen[quote]its fast. Not immediate[/quote]
- has proximity blast so you don't need direct hits, just gotta get pretty close[quote]its a small proxi detonation radius, but yes, that is there[/quote]
- 55% damage reduction[quote]true[/quote]
- can one shot most supers, and then have 5 more hammers to throw[quote]true[/quote]
- supers that can one shot it only have a one shot super (fist/nova/nighthawk gg) or require 2/3 gg shots. [quote]GG never takes 3 shots to down a SB. [/quote]
- 26 second super when no hammers are thrown giving a lot of time to roam the map looking for people[quote]but throwing hammers quickly shortens that time[/quote]
- can get off 5-7 hammers depending on how much you spam it: twice the capacity of gg[quote]true. GG also has high aim assist, is hitscan, and is in first person[/quote]
- can't be one shot by [u]most[/u] snipers like the rest of the supers (I love black spindle for that very reason)[quote]true[/quote]
- only unreliable at long range distance. Cqc to medium-long is almost an automatic kill because the flight times pretty quick[quote]rarely are there ever any "long range engagements" with any super, minus GG[/quote]
- the lunge Melee perk is just a more powerful version of razors edge that not only kills the person, but can send there body flying into another teammate causing damage or killing said teammate similar to combustion on gg[quote]but it also makes you a projectile, and as such make it easier to get killed. This perk (suncharge) is also pretty poor compared to forgemaster, although its nice in pve(most damage possible)[/quote]
----a powerful super with no disadvantage to balance it out[quote]because the super is supposed to be powerful. It has no neutral game[/quote]
[b][u]golden gun (the other class people say was op)[/u][/b]
- 3 kill max w/out helmet[quote]yep[/quote]
- accuracy problems with long range shots so medium-long was its limits[quote]wrong. Because the GG is hitscan and has a extremely high aim assist, it does just fine at long range.[/quote]
- zero health regen[quote]yes[/quote]
- zero damage reduction[quote]thank god[/quote]
- easily killed by other supers[quote]yes, but it also easily kills supers[/quote]
- could one shot other supers, but only had one or two shots left[quote]can one shot from ranges HoS can only dream[/quote]
- requires a direct hit, a miss is a miss, not "ehhh that was close enough"[quote]not hard to hit a target with GG[/quote]
- zero blast radius for hitting the wall behind you or the ground right next to your foot, still a miss[quote]yes[/quote]
- snapshot ads was no different than that of any other hand cannon[quote]you dont need to ads with gg. It is already do accurate that all ads does it zoom in. [/quote]
- 12 second super without firing a shot, meaning if you don't use it, you lose it and you better pop it at the right time. [quote]but you dont lose parts of your super if you fire a shot[/quote]
- no tracking bullets[quote]thank god[/quote]
----a powerful super, but there were downsides In being squishy and with limited bullets and a short time frame that balanced it[quote]dont forget its neutral game. Chain of woe, gunslingers trance, gamblers dagger, scavenger, all great passive perks[/quote]
[b][u]bladedancer[/u][/b]
- requires direct hits from knife or short range burst (razors edge) that took out like 1/4 of the super[quote]dont forget, you have about 15 swings, are have a much more agility then SB[/quote]
- around same length as gg, but could be extended with helmet[quote]18 seonds for BD pretty sure[/quote]
- in order to decrease likeliness of dying from sniper headshot or shotgun blast is to use [u]super energy[/u] in order to slash around and become hard to hit, therefore limiting the amount of super you had left. [quote]have 15 swings, blink, sliding[/quote]
- damage reduction, but could still be one shot by supers, snipers, and shotguns[quote]yes[/quote]
- health regen but only after direct Melee kills or short range attacks. It requires you to be in dangerous territory of shotguns; not throwing a hammer cross map at a sniper whose already put two body shots in him and is still alive [quote]unless your using a prudence II variant of sniper, all you need is two body shots. As for the long range, i do beleive it was you who said hammers were unreliable at long range, and remember the hammer tracking time? If your a sniper, and your at long range, you have no excuse to dying from a hammer[/quote]
- again to reiterate in a different way, most of the lethality of the super came from using its own energy in order to become hard to hit and only could grant a large number of kills if everybody was grouped up, otherwise you could really only kill what was in the immediate vicinity[quote]again, 15 swings, blink, sliding, the class has a lot of mobility options to chain together to make it hard to hit[/quote]
----very powerful super, but balanced by its range limitations and use of its own super energy to aid in not dying[quote]forgot passives again. Blade dancer has one of the best, if not The best neutral game perks, including blink, quick draw, the longer slide perk, stalker, fast twitch, and hungering blade does work with melees too. [/quote].[/quote]
Good day sir
Edit: Si many replies 0.0