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1/12/2020 10:39:10 PM
6

Nerf the handheld supernova

The handheld supernova might not seem like it requires a nerf but that's because it's not as annoying in casual, where most players play, then in competitive. It's seriously broken since as soon as you charge it up, anyone relatively close to you has no chance of surviving since it shots multiple grenades that all track you and can all one shot. It requires no skill and is basically a free kill to any warlock who gets close to a player. Compared to other abilities it's far better, the only thing that might be comparable with it is the shoulder charge but at least with a shoulder charge you have to be level with the person you are going for, sprinting for a few seconds, and aiming at the person whereas with the supernova you can just charge it and get somewhat close to your enemy.

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  • You have a name I can trust.

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  • Stop eating crayons, titan

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    2 Replies
    • Edited by BetweenMyself: 1/13/2020 12:10:21 AM
      [quote]it shots multiple grenades that all track you and can all one shot.[/quote] The multiple projectiles from HHSN have zero tracking. They simply travel in slightly irregular spirals that twist and turn erratically until they explode after either hitting a target or reaching their maximum range. This can be seen by traveling to the Tribute Hall, spawning a yellow bar target, getting sufficient distance from the target, and throwing HHSN at various angles away from the target. Also, the [i]individual[/i] projectiles from HHSN cannot one shot a Guardian at full health as they each do 50 damage in a PVP playlist. The following video (which compares Jotunn to HHSN) shows this fact quite clearly at the 3:00 mark when the user hits a Titan (who clearly does not have an overshield and does not have damage resist from a super) with just the outside edge of a HHSN burst and deals only 50 damage. https://m.youtube.com/watch?v=idwZuFmAg3c It’s important to note this video was posted December 9th, 2019 and HHSN has not changed in any discernible way since then. The lack of tracking and the damage output remain consistent whether or not the user is wearing Contraverse Holds, as the exotic only grants damage resistance while charging and returns a random amount of energy when the user hits an opponent with a grenade. HHSN (in and of itself) is so deadly because of the spread of the individual projectiles coupled with the explosive radius of each projectile; it makes it pretty easy to hit a single Guardian with enough instances of 50 damage that they either immediately die or are badly injured and can be easily mopped up. As the video showed, if your target is undamaged and is far enough away from the center of the burst, they will not die. Now someone could make a reasoned argument that HHSN [i]plus[/i] Contraverse Holds [i]plus[/i] armor mods having to do with grenade regen might be a tad too strong. To that I would suggest the solution is to rework Contraverse Holds to remove the return of grenade energy provided by the exotic. But HHSN by itself is not overpowered. [i]edit: changed the format of the date referring to the linked youtube video to make it clear what month it was posted regardless of the reader’s local date format (month/day/year vs day/month/year).[/i] (΄◉◞౪◟◉`)

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    • I don't see enough warlocks in the SURVIVAL (NOT COMPETITIVE SINCE THAT HAS SINCE BEEN CHANGED, for a good and obvious reason) using hand held to say it is that bad of an issue. What I do see a lot of is stompie hunters with Mindbenders. Not that they are that smart... or good...

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    • You wouldn't die to it if you didn't close the gap on Warlocks.

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    • Then let’s nerf shoulder charge and the heavy knife while we’re at it.

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