First thing: [b]I am not saying the Viking Funeral nerf should be undone.[/b] So don't get scared yet. Viking Funeral should not go back to the way it was, because it was rather unhealthy for the game. The one good thing it did was keep Sunsinger competitive...but there are better ways to accomplish this.
Right now, the only times Sunsinger is common is when Fireborn is desired. So this means Hard Mode Raids and Trials, pretty much. For anything else Sunsinger is rather "meh." It's kind of a damage dealer and kinda-but-not-really a support but ends up being outclassed by real damage dealing and real supporting subclasses. Sunsinger can't buff the team's damage like the Void subclasses can and it can't generate Orbs like the Void subclasses can. It can't clear adds like the other Solar and Arc subclasses can, and the damage it deals is equivalent to an Exotic weapon anyone can bring, Black Spindle. Which you don't even need Heavy Ammo for.
My goals: Give Sunsinger actual support skills for PvE, make it more consistent with more options for PvP.
I'll list the changes I would make to each ability/skill and explain why. Anything I don't list stays the same.
[b]Solar grenade[/b]: Change its name to Solar Flare, because seriously, I'd rather say Solar Flare instead of Solar [i]and then specify I'm talking about the grenade[/i] instead of the elemental type. No other changes. :/
[b]Radiance[/b]: Radiance is being revamped so that it buffs your nearby team mates depending on which modifier you choose. Its base effects aren't changing at all, however there will be an 'aura' around you similar to the ones in King's Fall to show the area where your buffs apply. Radiance is now meant to be an uplifting force to your fireteam, filling your allies with renewed hope thanks the warm rays of the Sun.
[b]Song of Flame[/b]: Your nearby allies will have shorter cooldowns on grenades and melee abilities, increased Recovery, and better Handling (faster weapon swapping, faster reloading).
Song of Flame is by far the least popular modifier for Radiance right now because shorter cooldowns has such a situational use. By adding buffs to Recovery and Handling though that has some real use, making your allies more resilient and increasing their damage output by making their weapons snappier.
[b]Radiant Skin[/b]: Upon activation, grants nearby allies a 7 second Flame Shield. Reduces incoming damage to the Sunsinger (like it does now) and nearby allies have more Armor when inside your aura.
Flame Shields are not constantly applied, it's a one-time thing IF you are close enough when Radiance is triggered. So for PvE this can make certain 'damage-phases' safer to pull off, and in PvP it would require a lot of coordination to pull off. Unlike a Blessing of Light bubble when people can just walk through it at any time for an overshield, this gives you no invincible shield to hide behind and you'd have to group up and attack en-masse to have success in PvP. Still vulnerable to getting Super-ed yourself. So while I see this as being stronger in PvP, it won't benefit teams that aren't working together much. Sure it might swing the round in Trials, but can't something like Arc Blade already do that?
[b]Fireborn[/b]: If activated beyond the grave, Radiance returns you to life and has a shorter duration. The shields of nearby allies constantly regenerates.
The two changes here are that your Radiance duration is NOT shortened UNLESS you use it as self-rez. This gives you the freedom to activate while still alive and not get punished for doing so. This gives you more utility in situations like Raids where you can self-rez if you die, but during a damage phase you can activate it to boost your allies a little and sling nades if you want. Second, the shield-regen ability will work the same way as a Force Barrier does with Unbreakable, but will not work on health.
[b]Angel of Light[/b]: Aiming in mid-air holds you in place for a short time. Radiance has a larger radius for your allies.
This perk is ignored any time the Airborne modifier isn't active. This gives it use for the support-oriented Sunsinger by extending the reach of your Radiance buffs. (The base radius of Radiance and with Angel of Light is subject to debate. I personally haven't decided.)
[b]Solar Wind[/b]: This gets a complete change. It gets renamed [b]Flash Point[/b] and its new effect blinds the enemies it hits like Flashbang/Helm of Saint-14. Useful against troublesome Majors in PvE but very situational in PvP. (Purifier Robes taught us being that close when you blind people still means you can get melee-ed/shotgunned easily.)
[b]Firebolt[/b]: This gets buffed back to its original damage of 97 since Viking Funeral is no longer adding insane DoT to it. This also allows you to choose Firebolt without Touch of Flame and still have a decent nade. If you're in Radiance you shouldn't be able to hit people with 2 Firebolts and not even kill them, which is what happens if you don't have Touch of Flame equipped too.
[b]Viking Funeral[/b]: Enemies that you Ignite take increased damage from all sources for a short time.
The problem with Viking Funeral now is that it has a very short duration (they only take increased damage WHILE BURNING which only lasts like 2.5 seconds) and must be stacked 3 times to get a meager 15% debuff. My way: it does not stack at all, being Ignited puts a 10% damage buff on that target for 7 seconds no matter what. The DoT on that target from Touch of Flame is unchanged (so in PvP you'd always get five ticks of 7 damage each, with or without Viking Funeral equipped). During those 7 seconds a 'debuff aura' would be on their head just like when you hit someone with Melting Point.
What this does is make Viking Funeral more relevant. Currently, it has one use: activate Radiance and spam Fusion grenades into an Ultra. Any other time it makes no real difference at all because you can't feasibly get 3 stacks onto anything without Radiance, and one hit is a barely-there 5% debuff that lasts only a few moments. Blink and it's gone. My way allows a single Ignite to have an effect, but not a game-breaking one.
I think this makes Sunsinger much better for PvE because you provide real, tangible buffs to your team (that are unique from the Void subclasses) and in PvP gives Sunsinger some nifty tools so that it doesn't feel like a downgraded Sunbreaker. Warlock sorely needs a true Support class because for nearly any Raid you can easily have all Hunters and Titans and be fine but having too many Warlocks is a real problem because then you're lacking those key 35% damage buffs from Shadowshot/Ward of Dawn.
Make Sunsinger Great Again!
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1 ReplyEdited by thedandymancan: 11/29/2016 8:35:03 PMYou lost me at "Viking Funeral stays as is". The perk's function doesn't even make sense for something titled "Viking Funeral". It used to... A Viking Funeral is to literally send someone off in flames. "Well, Erik is dead. Surely one of the bravest warriors I ever fought alongside. It's time we laid him to rest in traditional Viking fashion: we'll throw a lit torch on him, and he'll take a teensy bit more damage from other sources for a moment..." Yeah, no. Restore OG Viking Funeral, keep Firebolts as is. 99% of the reason people whined about V.F. was due to the low-risk/high-reward pairing of Firebolts + V.F. The June Crippling (or "update" as they said) dual-nerfed Firebolts, nerfed Flame Shield (AGAIN), turned Viking Funeral into LYING Funeral, and introduced a devastating bug for all DoT effects for Solar subclasses. It's as if Bungie forgot what they designed the Sunsinger to be. Here's what needs to happen: - Firebolts stay as they are, although an argument could be made for giving back the range while keeping arming delay. - Song of Flame needs a visible aura. - Radiant Skin needs a buff. It absolutely pales in comparison to Arc Blade, Stormtrance, and Hammer of Sol's damage resistance. - Fireborn should keep reduced duration, but needs radar to be visible IMMEDIATELY upon revive. Too many times opponents get away because my radar isn't up to tell me where they went. - Flame Shield needs to either return to pre-April Update strength, or lose the activation delay. Two back to back nerfs was overkill. - Solar Wind needs a buff, perhaps 75% stronger than it currently is. - Brimstone needs to function like Defender's Force Barrier: melee charge isn't used unless the perk procs. - Radiant Will could maybe use a slight buff to duration... - Viking Funeral MUST be restored to original function. Reasons outlined above. - Angel of Light could use a buff to duration of time airborne. The trade-off is that more time airborne is more time vulnerable. That's really all that needs to be done. Nothing dramatic, or overpowered. Just logical, sensible buffs. EDIT: OH YEAH! Kills in Radiance need to be counted as Super kills for bounties and medals! Seriously, this is long overdue. (Same goes for Defenders!)
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Edited by Soul_Eater_42: 11/25/2016 6:28:04 PMWhat I'd wish they'd do with Sunsinger: Have [b]Song of Flame[/b] grant a damaged increase (even if only slightly) to you and your allies' abilities (including your allies' Supers). Give them a real reason to use it. This will be in addition to the ability cooldown boost to your allies. Have [b]Sunburst[/b] increase the size of Solar Grenades, and the size of the explosion caused by Brimstone. Have the explosion caused by [b]Brimstone[/b] ignite enemies damaged by it. Give [b]Solar Wind[/b] knockback strength similar to the Young Wolf's Howl, or the Iron Lord Axe. Right now, even the Titan Sunbreaker's Sunstrike melee with the Thermal Vent perk has a better knockback effect, and that wasn't even an intentional function for it. Alternatively, Solar Wind could be redesigned as a throwable projectile melee, like Throwing Knives or Smoke, but it flies in a straight line instead of curving. Increase the debuff effect of [b]Viking Funeral[/b] to between 10 and 20% with no stack, and have it last up to at least 5-7 seconds, even after the DoT has subsided. Give [b]Radiant Skin[/b] the ability to grant armor to your nearby allies in addition to granting you increased damage resistance. Kills while in Radiance increase your damage resistance, and your allies' armor even further, stacking up to 3x. This perk will also give your teammates the ability to ignite enemies with their melee while under the effects of Radiance. Revamp [b]Fireborn[/b] to allow you and nearby allies to heal after ability kills while in Radiance. This would be more beneficial than being able to revive yourself. Additionally, this perk could keep the ability to revive yourself if you use it while dead, but will keep the current duration nerf (will not apply if activating Radiance while still alive). The healing ability will only activate if you activate Radiance while alive.
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Edited by OGNoshkanok: 11/26/2016 3:02:32 AMBuild a wall around other subclasses. Make the Architects pay for it.
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Love these ideas! Bump!
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Sunsinger used to be amazing with double firebolts, but now it sucks. Please Bungie bring back the old firebolts. Maybe not to full power but make them strong again!
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1 Replyactivating radiance=weapons of light. Done.
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2 RepliesI applaud you for trying to make positive changes to the game instead of just calling for nerfs on everything. That said, I do have a couple of disagreements. For starters: [quote]Viking Funeral should not go back to the way it was, because it was rather unhealthy for the game.[/quote] The Sandbox team themselves even admitted that it was never overpowered. The only "unhealthy" thing was all the salty crybabies crusading against every class that manages to somehow distinguish itself from the generic FPS character. Second, the renaming of the talents seems unnecessary. That's kind of a minor nitpick, I realize. And Finally, the duration nerf to Fireborn should be completely removed. Sunsingers are where they are right now because the Sandbox team refused to acknowledge how many useless talents the class actually had, and instead just nerfed the ones that were actually good. There was nothing wrong with Fireborn the way it was originally, and nerfing it was never going to make Song of Flame viable. While I like your other ideas relating to Radiance, I think that Fireborn need only be reset to how it was prior to April. That gives the Sunsinger one "selfish" option for Radiance, which I think is more than fair.
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How about for a balance in between, keep sunsinger how it is but restore their firebolt grenades back to how they were before (using Viking funeral) only when in super, sunsingers super in pvp is pretty bad for killing guardians compared to other classes or at least it is harder to do so, have you seen the other solar supers, make this one better.
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10 RepliesNope. Sunsinger is underestimated in PvE as a top tier subclass. PvP, fusions are the way to go. That's it. Pre nerf Firebolts are not needed
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5 RepliesI stopped reading when you wrote a void can out orb and buff Sunsinger....... It might be possible but I have never seen it.
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2 RepliesPlayers complain about the sunsigner because they simply do not understand how to effectively use the subclass. My Godlock became a Sunsinger after Lv.15... Thats day one so there isn't anything you can say to argue with my point of view. I've been flawless with the same sunsinger through each phase of nerfs. This is the weakest/strongest class in game depending on the player. The subclass tree is fine even after the nerf. In fact the only thing nerfed is the firebolt grenade. Everything else in the tree is still very effective depending on the [u][b]PLAYER.[/b][/u] There is no easy win button super with the sunsinger. They never had the strongest grenades because the [b][u]Striker Titan[/u][/b] does respectively. Please do not use the sticky grenade as an example seeing how each class has one. Smart plays with a sunsinger are devastating. A word from a top 1% godlock. Your welcome.
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That would make me want to play this stupid game again stopping tonight want be back for some time maybe crimson doubles
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Make Viking Funeral have 3 stacks, 10% each, and Ignite enemies for 5 seconds. Then, I'll be happy.
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1 ReplyBuff defender :(
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3 RepliesBring back golden gun!!!
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3 RepliesThe answer would be fix fire bolt back.
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I love the ideas! The only time I ever use Sunsinger is on Solar Burn Strikes, where Radiance can melt bosses if used properly.
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2000000000/10
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6 RepliesI can tell your one of those 'scrublocks'
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This is me wrecking you with Memory of Felwinter with double sticks and flame shields. :P
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https://www.bungie.net/en/Forum/Post/218591470/0/0
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6 RepliesI think 7 seconds is a little to long for the increased damage considering how much damage the grenades due but something between what is current and that like 5 seconds seems good.
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[quote]First thing: [b]I am not saying the Viking Funeral nerf should be undone.[/b] So don't get scared yet. Viking Funeral should not go back to the way it was, because it was rather unhealthy for the game. The one good thing it did was keep Sunsinger competitive...but there are better ways to accomplish this. Right now, the only times Sunsinger is common is when Fireborn is desired. So this means Hard Mode Raids and Trials, pretty much. For anything else Sunsinger is rather "meh." It's kind of a damage dealer and kinda-but-not-really a support but ends up being outclassed by real damage dealing and real supporting subclasses. Sunsinger can't buff the team's damage like the Void subclasses can and it can't generate Orbs like the Void subclasses can. It can't clear adds like the other Solar and Arc subclasses can, and the damage it deals is equivalent to an Exotic weapon anyone can bring, Black Spindle. Which you don't even need Heavy Ammo for. My goals: Give Sunsinger actual support skills for PvE, make it more consistent with more options for PvP. I'll list the changes I would make to each ability/skill and explain why. Anything I don't list stays the same. [b]Solar grenade[/b]: Change its name to Solar Flare, because seriously, I'd rather say Solar Flare instead of Solar [i]and then specify I'm talking about the grenade[/i] instead of the elemental type. No other changes. :/ [b]Radiance[/b]: Radiance is being revamped so that it buffs your nearby team mates depending on which modifier you choose. Its base effects aren't changing at all, however there will be an 'aura' around you similar to the ones in King's Fall to show the area where your buffs apply. Radiance is now meant to be an uplifting force to your fireteam, filling your allies with renewed hope thanks the warm rays of the Sun. [b]Song of Flame[/b]: Your nearby allies will have shorter cooldowns on grenades and melee abilities, increased Recovery, and better Handling (faster weapon swapping, faster reloading). Song of Flame is by far the least popular modifier for Radiance right now because shorter cooldowns has such a situational use. By adding buffs to Recovery and Handling though that has some real use, making your allies more resilient and increasing their damage output by making their weapons snappier. [b]Radiant Skin[/b]: Upon activation, grants nearby allies a 7 second Flame Shield. Reduces incoming damage to the Sunsinger (like it does now) and nearby allies have more Armor when inside your aura. Flame Shields are not constantly applied, it's a one-time thing IF you are close enough when Radiance is triggered. So for PvE this can make certain 'damage-phases' safer to pull off, and in PvP it would require a lot of coordination to pull off. Unlike a Blessing of Light bubble when people can just walk through it at any time for an overshield, this gives you no invincible shield to hide behind and you'd have to group up and attack en-masse to have success in PvP. Still vulnerable to getting Super-ed yourself. So while I see this as being stronger in PvP, it won't benefit teams that aren't working together much. Sure it might swing the round in Trials, but can't something like Arc Blade already do that? [b]Fireborn[/b]: If activated beyond the grave, Radiance returns you to life and has a shorter duration. The shields of nearby allies constantly regenerates. The two changes here are that your Radiance duration is NOT shortened UNLESS you use it as self-rez. This gives you the freedom to activate while still alive and not get punished for doing so. This gives you more utility in situations like Raids where you can self-rez if you die, but during a damage phase you can activate it to boost your allies a little and sling nades if you want. Second, the shield-regen ability will work the same way as a Force Barrier does with Unbreakable, but will not work on health. [b]Angel of Light[/b]: Aiming in mid-air holds you in place for a short time. Radiance has a larger radius for your allies. This perk is ignored any time the Airborne modifier isn't active. This gives it use for the support-oriented Sunsinger by extending the reach of your Radiance buffs. (The base radius of Radiance and with Angel of Light is subject to debate. I personally haven't decided.) [b]Solar Wind[/b]: This gets a complete change. It gets renamed [b]Flash Point[/b] and its new effect blinds the enemies it hits like Flashbang/Helm of Saint-14. Useful against troublesome Majors in PvE but very situational in PvP. (Purifier Robes taught us being that close when you blind people still means you can get melee-ed/shotgunned easily.) [b]Firebolt[/b]: This gets buffed back to its original damage of 97 since Viking Funeral is no longer adding insane DoT to it. This also allows you to choose Firebolt without Touch of Flame and still have a decent nade. If you're in Radiance you shouldn't be able to hit people with 2 Firebolts and not even kill them, which is what happens if you don't have Touch of Flame equipped too. [b]Viking Funeral[/b]: Enemies that you Ignite take increased damage from all sources for a short time. The problem with Viking Funeral now is that it has a very short duration (they only take increased damage WHILE BURNING which only lasts like 2.5 seconds) and must be stacked 3 times to get a meager 15% debuff. My way: it does not stack at all, being Ignited puts a 10% damage buff on that target for 7 seconds no matter what. The DoT on that target from Touch of Flame is unchanged (so in PvP you'd always get five ticks of 7 damage each, with or without Viking Funeral equipped). During those 7 seconds a 'debuff aura' would be on their head just like when you hit someone with Melting Point. What this does is make Viking Funeral more relevant. Currently, it has one use: activate Radiance and spam Fusion grenades into an Ultra. Any other time it makes no real difference at all because you can't feasibly get 3 stacks onto anything without Radiance, and one hit is a barely-there 5% debuff that lasts only a few moments. Blink and it's gone. My way allows a single Ignite to have an effect, but not a game-breaking one. I think this makes Sunsinger much better for PvE because you provide real, tangible buffs to your team (that are unique from the Void subclasses) and in PvP gives Sunsinger some nifty tools so that it doesn't feel like a downgraded Sunbreaker. Warlock sorely needs a true Support class because for nearly any Raid you can easily have all Hunters and Titans and be fine but having too many Warlocks is a real problem because then you're lacking those key 35% damage buffs from Shadowshot/Ward of Dawn. Make Sunsinger Great Again! [/quote] What if sunsingers while in their super coupd res anyone no matter the timer.This would make them great for raid and nightfall as well as better for trials cuz right now they are lackluster
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2 RepliesFireborn already has reduced duration. No more nerfs please.