Consider the following.
[b]TITANS ARE JUST FINALLY FILLING THEIR INTENDED ROLE[/b]
55% reduction is the standard for Radiant Skin Sunsingers and Sunbreakers
The thing is that most Sunbreakers spec for max armor, and will opt for Armor boosting gear when using their only PVP sub class.
Since Titans in year 1, never were really seen walking around with their supers for that long (Defender just stayed put, and Strikers were 1 and done). Most people are not used to high armor characters. Titan's armor, will always out class every other class for armor.
So we don't have a super problem we have a mind set problem.
The health regen isn't an issue because its a perk, that requires a kill, just like hungering blade for blade dancers. The reason why it extends to all the titan abilities is because their melee is useless. Now the reason why blade dancers die during their super is because hungering blade is the best perk to use period, and that perk is useless with low recovery. Since Hunters focus on agility, the only good build is to try to max recovery and agility, (also agility because it helps them get to their target quicker). Now we have the polarizing character. A high armor beast. Titans can not get max agility and recovery, so they will focus on Armor and recovery since it mixes better with cauterize. People are just not used to that.
A [u][b]weak[/b][/u] argument would be "Titan Skating", ok fine, but titan skating doesn't work well on all maps. Sector 618, for example, Titan skating is next to impossible. The low ceilings trip them up and you don't typically want to risk it for the mid section where a miss timed burst leads to a very Super Mario death. Maps like Banner Fall and Pantheon where there are high ceilings and lots of straight lines are good for Titan Skating. So with the limit map selection where titan skating is a variable option, it is a non-factor.
OK so lets address the head shots. In Naroon's Video,
[url]https://youtu.be/Tg8B4R3zRuo[/url]
It was well done, but it never accounted for radiant skin Sunsingers. This is HUGE. It changes the way Sunsingers are used. Firebourne Sunsingers are REACTIVE, and Radiant Skin are PROACTIVE. Meaning one is going to go hunting (Radiant Skin) and one is going for revenge (Firebourne), That being said Sunsingers can get the same armor boosting perks like sunbreakers that give a further boost to their armor. Add flame shield to the mix and they have armor that eclipses the Sunbreaker. During standard PVP, (not IB or ToO), they can rock a RAM on top of all that as well and just be stupid tanky. At this point snipers headshots won't matter like sun breakers.
Now if you factor in cauterize the debate shifts to what is better ARMOR or RECOVERY? Consider this, Cauterize will disengage after they next shot the titan will take. Think of the Red Death Perk, Its great if you run into 1 person, but after a group its not so good. Where as Flame shield is applied INSTANTLY. Flame shield roughly adds 75 extra HP to the Sunsinger.
When all is said and done a Sunbreaker max effective health pool is at 215 with 55% Damage reduction, and a Sunsinger can have a potiential max health pool of 300+ with the 55% Damage reduction. AKA Soaking the Sleeper Simulant.
I hope this can further explain why sunbreakers are not as OP as people say they are, they are merely a paradigm shift in how crucible is being approached. As a community we have to accept that the health pool is now deeper than it was before, and that doesn't mean its "unbalanced", since the water is always level at the top.
[b][u]EDIT[/b][/u]
[url]https://youtu.be/Fu6rVyQ3gUo[/url] Datto's research into damage reduction based off of Rocket launchers.
[b][u]TL;DR[/b][/u]
1. Sunsingers = Sunbreakers damage reduction. Illusions of greater damage reduction is because of Titan's naturally higher armor stat.
2. Sunsingers can stack more armor if built correctly. (Radiant Skin + Flame Shield + Solar Subclass Armor + Ram) (Even with out ram and solar sun class armor, a sunsinger that activates flame shield can soak a Sleeper Simulant shot, a Sunbreaker can not)
3. Bladedancer = Sunbreakers= Since hungering blade works just like cauterize its based off of recovery. A bladedancer can not max Armor and Recovery, so most spec for as much agility and recovery, meaning their already lowest armor class doesn't appear to have the same damage soaking potiential.
4. Sunbreakers are not op, its just a symptom of high armor becoming in style for PVP, instead of the year of blinky jumpy builds.
[u][b]EDIT 2[/b][/u]
Wow what an amazing response. 34 likes and with the exception of some butt hurt try hards, people seem to agree! Glad to hear reason is a thing on these forums
[b][u]EDIT 3[/u][/b]
Apparently people are finally understanding that a Sunbreaker isn't OP, its the fact that titans are finally filling their intended role. 61 LIKES!!!
[b][u]EDIT 4: READ BEFORE COMMENTING[/b][/u]
[url]https://www.bungie.net/en/Forum/Post/165109540/0/0[/url]
Here is a guide on how to debate that a Sunbreaker is OP. While my post focuses on the fact that no part of the Sunbreaker is OP when compared to the other supers. [b]DaRealMudkip[/b] address common arguments.
[b][u]EDIT 5[/b][/u]
The support for reason continues as this thread is now trending! 89 LIKES IN UNDER 24 hours HOLY SHIT!
[b][u]EDIT 6[/b][/u]
170+ "LIKES" !!!!!speak volumes people. I think that the consensus is that Sunbreakers are in fact [u]NOT[/u] OP as said by the community.
[b][u]EDIT 7[/b][/u] BALANCE RECOMMENDATIONS FOR NEUTRAL GAME
The Sunbreaker has a horrible neutral game because Bungie has deemed the titan unworthy of an effective melee, and no homing grenades. So how do you counter this. Well you can not up the neutral game with out taking away from the super game.
With out touching the ARMOR
1. SWITCH FORGE MASTER AND SIMMERING FLAMES- This is not a nerf, this would mean you can either get more hammer with bigger blasts, OR you get health regen. NOT BOTH. At the same time this will allow Health regen, and more grenades and melee. Making a sunspot built an actual usable class in PVP
2. REDUCE HAMMERS BY 1 AND INCREASE SUNCHARGE BY 1-Suncharge eats up a lot of super energy. Again people aren't using this ability because why should they, a hammer does the same thing and doesn't need to be in the person's face. So having suncharge a higher risk maneuver take less energy is a trade off. That said the balance would be the roughly 7 with Hammer Forged or the 6 without, (in ideal conditions) will be reduced to 6 & 5 respectively.
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three things: "likes" on this forum are guaranteed if you're against nerfs, because a lot of people here seem to have trouble with change, even if it leads to a more balanced game you're constantly comparing sunsingers and sunbreakers, and yes, their damage reduction is similiar, but one throws grenades, the other flaming, exposive death hammers.... and the comparision to bladedancers hungering blade isn't great, bladedancers have less damage resistence and their kills (and thus the healing) is mostly based on melee damage and range.
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I have mained a Titan since beta and I largely agree with this post. My warlock and hunter are currently retired due to work cutting into my Destiny time, so please excuse any ignorance on my behalf. Sunbreakers are not as OP as the butt hurt say that they are, but they could use a slight nerf all the same. Either SLIGHTLY less super duration, or SLIGHTLY less damage reduction - not both, and certainly not a large nerf to either. Titans having a great super is simply a paradigm shift, as was stated in this post. Hunters have always been blessed in pvp; three great pvp supers. Warlocks were more versatile in pvp than Titans in year one and have a great addition in the form of storm caller; I have witnessed full health storm callers in their super annihilate whole teams in close quarters control matches and they are nigh unstoppable in close range in standard one on one engagements short of burning them with a fist of havoc. In year one pvp, Titans had the mostly useless ward of dawn and fist of havoc. Now don't get me wrong, fist of havoc is a good super. It shuts down other supers and can wreck bunched opponents. However, it is highly situational. With the addition of sunbreaker, Titans now have a dominant roaming super. The warlocks also picked one up in the form of storm caller and hunters already had two. My knowledge of Nightstalker is admittedly limited, but it seems extremely viable as a shut down super in my experience. Titans getting a piece of the pvp pie is simply a paradigm shift, and yes there will hopefully be a slight nerf. Emphasis on the word SLIGHT, as anything more would wreck the subclass as grenades and melee aren't bringing much to the table. These are my thoughts on the matter, agree with them, disagree with them or don't read them as you will - I'm off to crack open another beer.
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5 RepliesThe thing is that sunsingers -blam!-ing suck. They are easy to run away from and are fairly easy to shut down. Titans on the other hand are the fastest class (maps with low roof actually help skating) they have next to highest damage reeducation, their super one shots every other super except for the one time use supers and radiance with armour. So in the end you have a high damage output, highly mobile TANK that can kill from almost any distance
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Well put.
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I wish there was more posts like this. Kudos for the solid argument. I main a hunter but have a sunbreaker titan. Thanks for the info man!!!
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2 RepliesGood argument. I want them too have the same armour as a bladedancer or stormcaller, it would require them to use skill instead of spamming hammers while being indestructable. This is coming from someone who has played as a sunbreaker.
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Excellent post my man. To add to your post, PvP players accepted the fact that the classes to choose #1 Hunter and #2 warlock in heat 1. It was known that Titans were under powered so 80% of people did not choose Titans as their main. Now that Titans have some tools to actually win and compete it's hard for the 80% who already committed to to other classes that Titans are no longer weak. That's the shift people need to start accepting. Titan should have tools to compete. Stop complaining, you don't know how bad it was for Titans and it was a year of it.
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Edited by Pink Anarchist: 10/22/2015 9:39:00 AMCan they please at least take the splash damage from their own hammers (Voidwalker's can easily kill themselves with their own nova bomb)? Also, standing quite a bit outside of the visible splash of a hammer unhurt and get one-hitted by it nonetheless just is meh (I might run low armor, anyway being that far away from the centre of impact and still being killed with one hit - not very satisfying :-/ ).
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3 RepliesEdited by Matthew_verdugo: 10/22/2015 6:00:23 AMA well put together argument, though I did have some issue with it. You argued against individual points, armour=Sunsinger Recovery=bladedancer/red death Etc. Do you see the issue? When one super has the good from other supers, but none of the sacrifice? Radiance can take damage but isn't particularly good at dealing it, only ohk is scorch. Arc Blade is fast, ohk, and recovery on kills, but no range and mediocre armor. Hammer of Sol? Armour, range, ohk, health regen on kills. tl;dr it's not the individual points that make HoS strong, it's all of it put together.
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4 RepliesVery good arguments. But honestly I'm waiting for Bungie to compile their data and see what they think whether it needs a nerf or not. But it is odd that it's the only duration super that can't be sniped or Golden Gun hit in one shot.
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1 ReplyNice post. However a nerf on combustion is welcome. No aim is needed, you can die without direct impact. I main a Gunslinger in PVP. Its hard to hit sometimes, you have to be really on point with the gun to get combustion kills, always need a direct hit. That is all.
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the amount of hammers throw don't need to be nerfed the damage they do don't need to be nerfed, damage reduction while in the super could be reduced to 30% from 55%, the life return on hit while in the super should be reduced to give back a small portion of health per hit NOT full health regeneration per hammer hit
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2 Repliesthe only nerf that should ever hit titan sunbreakers should be maybe 2 less hammers thrown...that is it.
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2 RepliesEdited by That Zexi Guy: 10/22/2015 6:07:35 AMSunbreakers being OP has already been tested and tried based on various threads on here and other Destiny related forums. Nice try OP. Most people who argue that Sunbreakers are not OP are just Titans. Upon checking your profile, I can see you are indeed a Titan. I play all 3 subclasses about equally, and I can tell you that Sunbreakers are way too powerful. Also, Bungie already said they are looking into Sunbreakers. They will get an adjustment.
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1 ReplyParadigm shift is the name of an attack used by The Mingler's in Toontown and it was OP.
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7 RepliesA) Given this, the highest super (Golden Gun) obtained ~199m kills over the course of ~13.5 months. A total of 199/13.5 = 14.74m kills per month. Sunbreaker? ~130m kills over 1.5 months, for a total of 130/1.5 = [b]86.66m kills per month[/b]. That's [b]5.9[/b] times as many kills! #Statistics. B) 199m kills over a total population of 44% of Hunters' ~2.1m players. That equates to 199m/(2.1m*.44) = 215.37 kills per player using Golden Gun. 130m kills over a total population of 15% of Titans' ~2m players. That equates to 130/(2*.15) = 433.33 kills per player using Hammer of Sol. With all the scrubs posting statistics thinking it shows that sunbreaker isn't OP, here's what those numbers really mean. If this isn't evidence showing that Sunbreakers are OP then I don't know what to say..[spoiler]not my math, but what people need to read. [/spoiler]
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2 RepliesYour tl;Dr states that sunbreaker = bladedancer+sunsinger I don't really see how that's balanced
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It's gonna get nerfed. Just shut up already.
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4 RepliesAnyone else remember that titans are supposed to be the "tank" of the three guardians?
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Lol specing for armor. Specing high armor does about jack shit. If it was just that, then titans would be hard to kill all the time. Not just when they pop sun breakers. Plus the time they can stay in special mode combined with regening from one health to max with just one kill, on top of the crazy armor, is a little ridiculous. If you think it is armor that is making sun breakers insanely strong, you are high as fack
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There is so many flaws in your logic...
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You keep using that word, I don't think you know what it means
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Edited by MVASNOOPY: 10/22/2015 6:53:19 AMhttps://youtu.be/Tg8B4R3zRuo Can't deny video proof unless you are a complete ignorant moron. It even has the ability to one shot every super.
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There are a lot of flaws in your logic. Also people "favorite" posts for a lot of reasons not just because they agree.
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1 ReplyPlease keep up with this, the more logical the approach the more likely Bungie will see there's no issue with sun breakers.
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The damage reduction, high armor, regen, and ranged super together are what make it ridiculous to deal with. If it didn't have all of those then it would be more tolerable. It's not one specific thing it's the cumulation of all of those that is annoying