I love the Sunbreaker. I've been running it pretty much exclusively since I got it unlocked. I'm pretty sure that means that I'm a Sunbreaker defender. That said, anyone who says "Sunbreakers are fine because Titans were the weakest PvP class in Year 1" has just lost their argument. It's one of the stupidest arguments I've seen, and anyone who uses it should be ashamed of themselves.
As for the overall durability of the Sunbreaker during their Super, Sunbreaker does get 5% more Damage Resistance than most other subclasses: they get 55% compared to the usual 50% that most other classes get. They're not the only subclass that gets that, though. Sunsingers can get the same Damage Resistance with the Radiant Skin perk. Yet there are no complaints about how hard it is to kill a Sunsinger. Yes, I am aware that it's not quite the same: Sunsingers have to actually take the Radiant Skin perk, while Sunbreakers get the extra Damage Resistance for free; with the existence of the Fireborn perk (which I personally despise with a fiery passion), pretty much no one takes Radiant Skin. The point here isn't to say that the Radiant Skin perk makes the Sunbreaker okay; it's to point out that if you're going to complain about the durability of one, you need to also be bringing up the other. Otherwise, you look like you're just getting butt-hurt because you couldn't kill a Sunbreaker in a single shot.
Also worth noting: if you try to kill a Guardian with their Super active with a Rocket and they survive, it's not because of their subclass. All classes can survive a Rocket if hit while benefiting from their Super' Damage Resistance, [b][i][u]as long as they don't get hit by the Rocket directly! [/u][/i][/b] The reason for this is that in PvP, the splash damage of a Rocket isn't fatal to a Guardian with Super based Damage Resistance; all classes will have a sliver of health left. In order to kill with the Rocket, you need to actually hit the Guardian with the Rocket itself; the extra damage from the direct impact will deal the damage needed to actually kill the target. Of course, the kill can also be made by another player, or a grenade, etc. Or you can damage them first, then try the Rocket. The point is, if they eat a Rocket and survive, make sure that you actually hit them with the projectile itself before crying about how the class is OP or the person is cheating.
English
-
Well i see you left the perk where they get health back each time they get a kill out. Its the only thing in the subclass i consider op [spoiler]no its not like hungering blade as hungering blade is melee distance only [/spoiler]
-
As I said further down, I wasn't addressing the Sunbreaker as a whole; just the durability. It's not actually a problem specific to the subclass; all of them can be very durable if they activate their Super at the right time. Because of this, I want to make sure that people understand that the increased durability isn't the issue. It's the act that it's got increased durability in addition to everything else. I'm not trying to say that the durability shouldn't be addressed, but if it is messed with, I want it to be in a way that balances the Sunbreaker without affecting all other classes, as that wouldn't actually solve the problem; if anything, it could do nothing more than create more problems.
-
I stopped reading your post when you compared a Radiant Skin Sunsinger to a Sunbreaker. I can 1 shot kill a Sunsinger by a headshot but I can't do the same to a Sunbreaker.
-
To be fair, Titans have naturally higher Armor Stat than Warlocks, so unless you know for a fact that all the Sunbreakers and Sunsingers you've ever tried to kill all had the same Armor stat, I wouldn't consider your experience as proof that I'm wrong.
-
Edited by Howie: 10/23/2015 10:46:50 AMYou're not comparing like for like. Sunsingers have a fraction of the lethality of a Sunbreakers and are tanks without the cannon. Bladedancers and Gunslingers, on the flipside, are glass cannons. Plenty of damage potential but easy to kill. Now Sunbreakers - they are tanks [b]with[/b] cannons. That's the difference and why, when taken in isolation, the super is so, so obviously OP. Far more than anything has been since Destiny dropped.
-
Should have clarified: I wasn't addressing Sunbreakers as a complete package; I was focused exclusively on their durability, as that seems to be a common complaint. From what I gather, in terms of surviving get damage, they're not significantly better than any other class.
-
Gunslingers, for example, have zero additional survivability while their super is active. One shotgun shot can end a Bladedancer too. Either way, the bigger picture has to be taken into account. Other than the one hit panic supers, every other mobile super has a significant strength and a significant weakness. Bar the Sunbreaker's, which is just all strength.
-
I definitely agree with you, and I wasn't trying to imply that their durability was the only thing that needed to be addressed; my apologies for making it sound that way. I was just trying to address the one aspect so that the actual problems that the class has can be addressed, instead of breaking something that isn't an issue with the class itself. Also, my understanding of the Gunslinger super is that you get Damage Resistance while summoning the Golden Gun, but lose it when they return to first person view. Functionally, this means that you are correct, but there is a brief window where a Gunslinger can take a Rocket blast and survive without cheating. They just have to time it correctly, like the Voidwalker, Striker, and Nightstalker subclasses do.