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2/15/2016 6:58:36 AM
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I Main a Sunsinger.

Convince me that Sunsingers are overpowered.
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#Destiny #Classes

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  • No.

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  • Ok. Don't kno how they're op. You can kill a self rez the instant they self revive

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  • I wouldn't say OP. Just stupidly good.

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  • Over 63 days played as a sunsinger ama

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  • Tbh if people this firebolt are op (while they are kinda easy to use considering they deal alot of damage) then you really dont want to run into me and my scatter grenades with full discipline. Really you dont.

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  • [quote][i]I main a Sunsinger[/i][/quote] *has voidwalker equipped* You're not a true Sunsinger m8

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  • Im sorry people. This warlock was born from a blip fart of a black hole in the rotton part of the milky way. He knows no space magic. He knows no teleportation. Hes due to self res in 3... 2... 1...

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  • Voidwalker is much more fun

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  • They're not, I may joke about firebolt once or twice, but they're not over powered by any stretch of the imagination.

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  • Convince me they're not

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  • They're not. People are always going to complain about something.

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  • Edited by adder3: 2/17/2016 7:17:07 PM
    Sunsingers are trash I just fist them

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    • The fact that you main one and still think they aren't op is why there is something wrong.

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      • Sniper melee range is OP.

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        • Isn't there that glitch where if you crouch behind something while being burned by a firebolt, you get kicked to orbit for inactivity?

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          • They aren't op. The viking funeral touch of flame firebolt is though.

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            • Get max discipline and ask yourself that question.

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              • It would be easier to convince a door that a window isn't see through

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              • They aren't.

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              • They arent

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              • They aren't

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              • Hello brother

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              • Edited by PRINCE_ALI_1985: 2/17/2016 5:40:58 PM
                I main one as well. They are not. -worst movement -slowest jump -slowest melee ((range is our redeeming factor)) -over shield ((it's a perk)) it delays before it's active -melee hit detection is bad after the latest update -Viking Funereal and touch of flame are tow perks taking away double grenades and extended time for your super -our fire grenade and exotic chest HoPF got nerfed -it is the only super in the game that is as useful as you status ((str & dis)) In conclusion our class have it's usefulness and it's weakness we are balanced as of other classes. [b]sunbreaker got over nerfed need a buff and blade dancer super hit detection is bugged need a fix[/b] Edit: most ppl who ask for it to be nerfed are campers because it take them out from there cover and force them to go and recover. Sunsingers have the lowest K/D according to guardianGG.

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                • Edited by Edithe Puthie: 2/17/2016 6:06:41 AM
                  It never has never will be if things are the same. These nerf herders just started playing during PoE or even TTK, they saw what happened to Sunbreakers and think that is how things are done around here. Its not though and we need to shut down these ridiculous nerfs, everyday its something new. [i]-ATullo[/i]

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                  • It isn't that the Sunsinger as an entire subclass is overpowered. It is more so that with a particular set up, which is run by literally every Sunsinger who hopes to be competitive. Firebolt Grenade, by itself is a pretty great grenade. With a 8m omnidirectional blast radius, three target caught within the blast are tracked by the Firebolt, and dealt 97 Damage. Touch of Flame provides all Grenades with a burning Damage over Time effect. This Dot ticks 5 times, dealing 7 damage per tick. Used in tandem with Firebolt, the initial Firebolt strikes for 97 damage, and an additional 35 Damage, for a total of 132 Damage. Viking Funeral, provide all DoT effects with an extension. The DoT for Touch of Flame is increase by 5 ticks, causing an additonal 35 damage, or as detailed "doubling the damage", for 167 damage. According to a few Destiny Guides, including the purchased guide at your local game store, without special equipment, the maximum health a guardian can have is 200, with Maximum Armour. Should a Warlock, who throws a Firebolt Grenade, catch an unfortunate Guardian within the large blast radius of their grenade, the target Guardian, should they be without a means of dodging, such as Shadowstep or Twilight Garrison, is Guaranteed to take 167 damage, with 33 Health remaining. At this point, anything in the Sunsinger's arsenal will kill the opposing Guardian, should the Warlock have landed at least two Assault Rifle Bullets, Two Pulse Rifle Bullets, a single Scout Rifle Bullet, Two Sidearm Bullets, a medium Ranged Shotgun Blast, their uncharged melee, and the list goes on. In addition, should a target be burning, with this setup, a Guardian's position is revealed to the Warlock for 10 seconds, providing not only a damage over time advantage, but also a strategic advantage for the Warlock, allowing for ambush, and cut off routes to be established, providing little, to no hope for most Guardians. Ironically, Thorn, a weapon much hated in year 1, was chastised for being too strong in its initial stages; however, Thorn in Year 1, dealt 86 damage for a critical, plus an additional 8 damage for 6 ticks, at a total of 156 damage. This was thought to be far too overpowered by every class, including Warlocks. The Particular setup for Warlocks actually deals far more damage than that of Thorn, and stands against the same arguments as the weapon. In reality, Warlocks do not want it nerfed, but fail to see that the numbers add up. Their ability is more powerful than that of a weapon, which has the same effects as their ability, which was nerfed for its sheer power. In the end, this combination is what needs the nerf, the Grenade has a blast radius that puts it on par with that of a rocket launcher, with abilities that put it on par with a year 1 Thorn. It is pretty OP.

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                    • Good for you

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