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2/25/2017 8:49:34 AM
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Something needs to be done about melee perks. I have watched a ton of games I've played after the nerf to flameshield and I'm lucky to have it do a damn thing once in a whole days worth of playing. I've tried brimstone and solar wind, worthless. Give me a perk to double the burn on my melee. I haven't seen more than a handful of people die from melee burn since viking funeral nerf.
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  • First, Bungie has made it clear that ignite is not meant to kill (The exception being incindiary grenades) . Its meant to keep your opponent weak for a short amount of time for you and/or your teammates to take down.The only times ignite should ever kill someone is if they are extremely low health. Which is significantly more fair in comparison to how it was before, seeing how it gives players time to recover is tgey successfully get away long enough for the burn to dissipate. Also, Im fully aware of the situation concerning the melee perks and their lack of effectiveness at times (I guess I forgot). For instance my largest gripe is how long it takes for the overshield to activate. While the nerf was meant to give other players a chance to win melee fights against sunsingers more often you end up dying in most instances because your overshield doesn't come quickly enough making it almost nonsensical to have flame shield equipped. Not only that it recharges slower. However, it's the only really effective option compared to the other two. Solar wind just seems like the worst version of the sunbreaker melee option thermal vent, which provides a solar explosion on hit, that just so happens to push your enemies away. While you get your melee quicker, which helps with overall neutral game and super (one shot melees) It doesn't always work and it is severely underpowered. Brimstone is the one I'm somewhat okay with because it is a simple explosion perk that all of the subclasses get and you get it quicker. I believe that they should decrease the activation time for flame shield ,however, I feel as though it would be a little to strong considering the defender titan needs a kill to activate their over shield, even if it is less armor. Also, I believe they should switch brimstone with sunburst in the right column and make it so 1. The melee always awards a small orb with a kill and 2. Make it so brimstone activates when you kill an enemy with a grenade or melee. As For solar wind make it so it provides a solar explosion on hit so it does a bit more damage and still blows your enemy away in the process (omitting the sunspot it provides).

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  • The burn just isn't strong enough. I've been using a sidearm for a long time so I've wounded plenty of people with my gun, hit them with a melee, died from a shotgun and it always leaves them with one ticket of health. Flameshield should be a monster shield on kill. This would give a massive boost to sunsingers super and make flameshield something you can use instead of being a perk that usually doesn't proc in time. If nothing else solar wind and brimstone need to be buffed! Even though I find flameshield totally unreliable and for the most part worthless it's still better than the other two options. That's just sad.

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  • As I said the burn wasn't meant to kill only weaken. But thanks to you I have revised my post with the problems concerning the melee. I wanted to keep it short but I couldn't so I separated it to make it easier to digest.

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  • Yeah but you gotta do something. I'm sure solar wind wasn't ment to be a joke... but it is. Personally, and I know everyone would hate this idea, I think solar wind should just be changed to a zero AA fire ball! ☺

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  • I think making it like thermal vent will keep the overall sprit of the solar wind while being easier and quicker to implement as to completely reworking it.

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  • Sounds good

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