This is like the twentieth one I've made for thundercrash and honestly I still think it needs some work to be absolutely viable.
It's a fun super to use, dont get me wrong, and it has its uses, but it's reliance on exotics is a real downside to the skill tree.
It has like no consistent neutral game, it's super doesn't do very much in pve without synthoceps and it's reliance on skullfort to keep the part of the super that's actually useful (the melee) available makes running other exotics pretty much non-existant.
Of course you don't NEED them, but once you use them...it kind of gets to that point.
What I want most from thundercrash is an improvement to the super.
It's not terrible, but I really think it should do more.
I have to both control where I hit as well as gauge the distance the super can cover due to its duration.
It's lack of damage, blast radius, and duration make it more of a super you can only use when you actually see targets right in front of you.
You can rarely ever make good use of the ability to control flight due to its duration and with its mediocre damage and limited blast radius, it begins to suck without something to allow spamming it.
These are my suggestions for thundercrash:
Increase its blast radius by 1.5 meters.
Increase its damage by 30% against bosses, mini-bosses, and majors.
Remove the "slow on flying" mechanic but reduce its duration by 1 second.
Increase the aftershock damage by 200%, pve only (they only do like 6,000 damage in the dreaming city, it's awful).
For the neutral game, these are my suggestions for it:
Melee hits restore 5% of the melee charge, 10% more on kill, so 15% (Add to Impact conversion).
Moving over ammo restores the ammo in the gun in hand, sliding distance increased and sliding over ammo grants a damage boost for 5 seconds (inertia override).
These changes to thundercrash will allow it MUCH more viability in pve due to the addition to melee regen and the change to inertia override will allow the titan to more fluidly make use of the perk.
The changes to the super will make it more viable as a super for dealing damage as well as it being far more valuable in crucible as the changes to flight, with the blast radius, will allow the titan to activate their super from a more safe distance as well as allowing it to more consistently hit jumping targets in crucible and more targets in pve.
This would be really all it needs.
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1 답변Honestly sadly thunder crash being good is a matter of platform PC it is too 5 supers pvp but console I hear not so much.
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3 답변In PvE, just use Synthoceps and activate Biotic Enhancements before you let er rip. I think it should have complete linear flight, and better damage resistance for PvP.
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2 답변I'm for the buffs you mentioned, but in Gambit it is easily one of the underestimated supers. Especially with how fast it can charge. I've gotten a few Army of One's thanks to that super lol.
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3 답변작성자: Nectum 2/4/2019 1:24:48 PMThundercrash most definitely needs a damage buff. A massive one at that. Let's take the walker from the forge as an example. I've seen Blade Barrage, Choas Reach, Nova Bomb and Golden Gun just melt the HP bar off that boss. Ranging from 30% to almost half or more. Meanwhile Titan Thundercrash can amount to up to 10% total HP loss on that boss. There is around give or take a 25% damage gap between Thundercrash and other shutdown single use supers. Just look at what Golden Gun with Nighthawk can do right now: https://www.reddit.com/r/destiny2/comments/ame4q2/that_was_unexpected_testing_new_hawkeye_hack/ Please just buff everything else to be able to do something like that
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Considering one-shot supers are _extremely_ situational (and more so in D2 because you are less likely to have the entire opposing team concentrated in one area, unlike D1 where the opposing team would congregate around the heavy spawn), and roaming supers have way more opportunities to move about the map and get multiple kills and extend their Super duration with kills, you would think one-shot supers would _at the very least_ be almost impossible to kill before it kills the enemy first, whether the enemy is in super or not. But T-crash is so weak that it's possible to shoot down T-crash with a Legendary weapon: I've done it many times, and have had it done to me even more times. I've even jumped out of the way of a T-crash in a small room and survived, and then killed the Titan after they landed (I was also playing Code of the Missile in that match). T-crash should get back super energy for every person it kills, and it should leave a much longer aftershock effect, have strong shielding once activated, be able to detonate at any point in time once Super is activated, _not_ prematurely detonate because you got caught on some low overhang or annoying ledge in the already cramped D2 Crucible maps, and it should basically shut down any roaming super who dares to challenge it 1v1. I wouldn't turn down a damage and radius buff either. :P
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2 답변Kinda bummed about the recent changes Love how they gave huge buffs to some of the slam stuff, but the big epic 1-and-done diving slam is still too weak
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1 답변Impact Conversion should grant energy to all your abilities and not just your super. Inertia Override....I'm not sure I've ever seen it work for me. Slide, pick up up ammo....and my SMG doesn't change damage numbers.
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First our super energy shouldn't drain that wouldn't be op at all second we should be able to go up and down freely as we please not to high but just enough towards we not so close flying towards the ground like how we do now.
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9 답변i think it just needs more resilience my dude i love using it but the fact a sentinel frisbee and any other super can oneshot it stupid
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1 답변작성자: Azoths_Gambit 2/4/2019 5:52:34 PM
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Imo just make it to where it isnt duration based. You either land where you want and the super is used, or you start losing altitude and you waste your super. The whole "thundercrash is duration based" is stupid imo. Yeah i understand chaos reach because it is a super where it actually drains your energy to use but you can also cancel it to save energy. (at least your supposed to be able to.) If they plan on keeping thundercrash duration based then remove the momentum loss allowing you to keep your super. Or if they intend to get rid of it then keep the momentum loss that causes you to descend.
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4 답변It also needs to be buffed in PVP too. They NEED to give you an overshield when in use. All of the Titan supers have this strange thing where you are so slow and clunky and immobile or the melee attacks have terrible tracking. Except maybe default hammers.. But new Solar, entirety of arc. Really leaves you vulnerable when trying to use your super. Even more so with Thundercrash. Nothing like someone one-shotting you because you're immobile in the air for a whole second. And you can't do anything about it.
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2 답변Option 1: Players are immune to damage while in flight during the Thundercrash super. Option 2: Super energy is not consumed until you land on the ground. Thanks!
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7 답변I have zero problems with it honestly. More Boss damage is really the only thing it needs buffed.
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24 답변작성자: Talia Sendua 2/4/2019 5:34:48 PMSorry bro but it seems you just suck with the subclass. I have no issues with it in pvp and pve. It deals enough damage and is good in nearly all aspects.
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1 답변Think about the subclass as a whole, not just the super. If I recall correctly, the other passive/active class abilities under that subclass keep it high energy. It does not solely rely on a super to make it good. This is the same or similar to the arc staff spin, tempest has very interesting active/passive abilities that make it strong. Not necessarily reliant on the super performance.
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2 답변While we are buffing things we need radiant well grenades to add more shield and make it harder to kill a warlock in his well
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1 답변All I need for Thundercrash is more damage for super and make Inertia override last longer. But they have to do it right, otherwise they’ll break PvP