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originally posted in: A little sunsinger rework idea.
2/11/2017 1:16:42 AM
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The only way to fix Sunsingers is to leave them alone and enjoy the class. It's still one of the best classes in the game. Just because you need a crutch to play a class doesn't mean that Sunsinger is broken.
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  • Edited by N0BLE 705: 2/12/2017 2:49:57 AM
    You mistyped "clutch"

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  • If you don't have anything intelligible to add then don't say anything at all bro.

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  • Uh oh, someone responded to a joke like he's trying to mask up that he's on his period. Go get a Maxxy pad and clean up, you look disgusting.

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  • Edited by Pliekace: 2/12/2017 5:00:13 AM
    I'd rather that you two to not argue if it is just going to be mocking and name calling.

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  • That's fine, I respect that. Thanks for saying that nicely and not like a twelve year old. :)

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  • It has nothing good about it. It's super is just trash. The names are some of the worst in the game. It really has nothing going for it.

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  • Edited by Phnx y0: 2/11/2017 4:44:54 PM
    It's just as useful as Defender and Nightstalker - the smoke Grenades. The only reason you don't like them is because they require team play. Stop sitting in the back of the map waiting on abilities and you will see how those three classes can make a team win by playing smart. Sunsinger can absolutely melt enemy Supers and result in either a win or trade. Then you can use their Super to team spam Grenades, come back from the dead to turn the tide of a gunfight, or can tank for the team to push an objective. Just like Defender and Nightstalker, the Supers are awful if nobody is around to support. If you have a while team tethered, they won't die unless your team shoots them. If you have a bubble down, nobody can use Blessing or Weapons if they aren't there. And the same goes for orbs. If you are using the Super to be offensive, your going to result in either a single kill, or death, and your team isn't going to be around for the 3-4 orbs they create which gives them their Super back. It's not anybody's fault but yours for Support Supers failing. And even so, each has an option to turn the Super into a Solo Super but cuts the Super down and still takes skill to use. Quiver, Fireborne, and Armor. If you can't aim Quiver, you're going to miss and not do anything but trade/die resulting in no orbs. If you die in bad places or chose the wrong moments to Self res, you're just going to die. If you use Armor in a non objective spot, you're going to result in a stalemate while an enemy Super hunts you down. And even with this, if the enemy has a non Support Super, your going to lose your Super with absolutely nothing. You can't blame your own stupidity for a class sucking. Each class has its purpose and if you don't play to the class, you're going to lose. Right now, Bladedancer (- Skip) is Underpowered. Sunsinger, Voidwalker (- Axion Bolts), Sunbreaker, Striker (-Jug), Defender (-Suppresor), Gunslinger, and Nightstalker (-Smoke and Super Armor) are Perfectly Balanced. Stormcaller is by far OP due to Stormtrance duration and Armor, Melee Length, Ionic Blink, and Stormtrance Aim Assist/Splash effect. Giving Sunsinger anything else to make it an aggressive super would be like give Nightstalker Smoke a Suppression Grenade effect or giving Defender and Invincible Bubble. Check how all of the classes play before randomly bitching about not having a crutch. Edit: and then we look and you have no time played with almost all of it being on a Warlock.

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  • The problem with your logic is that not only do sunsingers do a worse job supporting a team than NS/DF, ransoms are way less likely to make use of your abilities. Sunsingers also have a much harder time by themselves in crucible. They're neutral and super game are exceptionally worse than the other supports. I used to run only sunsinger in year one, and as more and more tools were changed or taken away, I stopped using them as they became one dimensional in TTK. I also only ran defender in year one on my titan, although I don't use it as much as my lock. Post TTK my titan was still just as fun to use, especially with the no back up changes. I made my hunter post TTK and I still find all three subclasses to be fluid and fun with options to pick from. I still haven't and will not drop sunsinger as in my heart it's still the coolest subclass in the game. I use it in pvp and pve but can't help notice all the scenarios where my abilities don't perform their task. Situations of note being stickies falling off or doing no detonation damage, enemies walking out of firebolts from the middle, my super failing to deal actual damage being grenade or melee malfunction(melee hits and takes charge but deals no damage) underwhelming melee perks that are outperformed by sunbreaker and defender, viking funeral having a minimal effect and sometimes giving enemies damage reduction, and the fact that angel of light really feels out of place/improperly done as a class perk. This on top of the super's greatest supporting feat being that it grants a few grenades to teammates who stand still next to you is really sad. Sunsinger is one of the worst put together subclasses atm, which is proven by usage fall off after the last thing holding it together,(something like a crutch) was removed. If you really think people care when they see a sunsinger,(team mate or not) in crucible, you're lying to yourself. I know when I see a sunsinger that they're a free primary kill. And my team in any game mode never follows me no matter what super I'm using. The only ones teamates do anything with are,(surprise, surprise) bubbles and tethers. I also have a problem with you saying stormcallers are op and nothing else can touch them. When I play competitively with friends or randoms in rumble or trials, I never have problems against stormcallers in a situation where I wasn't already screwed no matter the subclass pursuing me. I shutdown stormcallers easier than blades because corners give a lot of time to do something. They're also the easiest super to snipe in my experience. They're bodies basically don't move at all unless they blink. In the neutral, nightstalkers, strikers, voidwalkers and bladedancers give me far more trouble. This is also to do with how predictable a warlock shotty rush is. (Not to say a rush is hard to predict, it's just easier to deal with) As an overall gathering of my thoughts, sunsinger has potential in it's design to really help teammates and be a force to be reckoned with, but falls short in most aspects. You're better off using any other subclass in the game, as they all do any one of it's jobs better. While I have my own ideas for changes, I agree that they shouldn't be a crutch, or designed around one.

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  • So having a Super that can wipe your team twice and can teleport back and forth isn't OP? And all of those problems are connection issues bro. If you can't afford to keep it up to speed, your abilities aren't going to work, as you've already been killed but haven't been updated yet.

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  • Dude, that is the worst argument for storm trance being "op". You're seriously complaining about a super that requires three ticks on a regular target where each drains super, having a slightly longer duration. Transcendance has already had it's time increase nerfed, and if you and your team let a trance take out the entire team once, you deserved it. Twice and you're either playing rift, or you AND your team are just plain bad. Trance has a high kill potential with mobility at the cost of duration, and extra offence capabilities also reducing super duration. Team shooting works just as well as it does on any other roaming super. A trancer is most effective against those who are unaware, unequiped, and have no super. By unequiped, I mean have no power weapons to burst damage them in your window of counter play. Most supers work well against guardians who fit these descriptions but none, barring maybe sunsinger suffer as much if they don't fit even one of these three things. Don't be mad if you can't three tap a roaming super with a handcannon if it's not goldie.Also, stop with the duration thing in general, on each roaming super including goldie, I've killed people and caught them off spawn cross map, blame spawn points, not players. Also do not tell me that I've apparently died when I stuck or meleed someone if that's not the case at all. Also, how would me dying or not cause problems with a nade that's the king of postmortems?

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  • LMAO, do you play League of Legends? That's how low you're sitting. You're failing to realize the problem because you do nothing but wait with you Titan Smash to kill an enemy Super because it might take you out of your kill streak.

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  • Lol dude just stop assuming how I play and the situations I put myself in. I've used trance enough to know how to work around at this point. Unless they're on top of me, I can almost always avoid a death. If I keep the right distance with the right weapon, I'll take them out like any other super. If I know I'm in a bad spot I just run away entirely. In case you didn't know, corners are the best way to avoid almost any super and gain distance or set yourself up to kill them. With a little bit of timing I've taken out a lot of supers with a grenade, primary fire and a melee. It's super clutch to throw an incendiary around a corner you took, shoot for the head with a handcannon and then knife them. I'd say you're making a chicken out of a feather.

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  • All you have to do is hold RT and mash the Stick. Nobody will be able to hit you do to Connection and immune frames.

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  • Same goes for bladedance if we're being real. Only difference is range versus reward on kill.

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  • Except Blink on Bladedancer will make you immobile for a 3rd of the Super leaving you dead. And all you have to do is Shotgun and Melee Them and you will win due to normal Melees having more Range than Arc Blade.

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  • The same way you avoid damage on storm trance with blink, you swipe to avoid it on a dancer. A shotty should almost never be a problem if you play it smart. Razor's edge exists for a reason, also now shotties not only do less damage, but are inaccurate in the air. So either they stay grounded which is an easy kill, or they go in the air, so you just spam r1. It's not that hard, and never was to begin with. Like I said though, it only requires a little more effort, because of the reward on kill and the higher burst damage.

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  • If you swipe and miss, your Super is about 1/3 gone already. And again, with blink, you are left immobile. And you can't do anything about Shotguns, they do too much damage due to Arcblades lack of Armor during Super.

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  • You're really running low on arguments now aren't you? 1/3 of super on a missed swipe? Come on you can do better than exaggerate and ignore what I said. If you can't play around shotties as a blade, you're doing it wrong. You have to dance around them, not blink into them. Blink is meant for a surprise factor if you're using it, just like void walker. They both have it for a reason, also if you need more armor, run high armor with an arc chest piece. Dancers have the same damage resistance, you're just running less armor, which gives you less health. Try again.

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  • And by doing that, you have successfully gotten yourself either killed, or 1 kill with no Super left.

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  • By doing what? Swiping eight times in a row around them? Is that what you think I'm saying, or have you never used blade before? You can try running in and baiting a hit and go for a 2 swing kill, or razor them. If they try jumping, the aim assist takes you up, so what's the problem. If you really think blade is this bad, how on earth do you think sunsinger is good as is? Are you trolling right now, cause you're making no sense. One kill after using up the entire arc blade? Jeez.

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  • This... I keep telling people the same exact thing. They are support supers. But people always cry about shadestep. How crazy would it be if nightstalker actually did have a suppression grenades lol

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  • Psst smoke is supressing.

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  • To a certain degree. I find it more like flash grenades

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  • It's supressing in an area. Supressor nades and blinding nades supress over a certain time. But yes your right :-)

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  • (:

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