That's not even what I-
You can't just-
I-
I give up! You're too dense! This argument is going nowhere.
English
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So you still fail to provide a point. I'll leave this post here. Shoot me a PM if you actually form a rebuttal.
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The comparison of all the subclasses is to show that the sunbreaker perks mostly revolve around the super itself. People are upset that they have to work to kill a super now. Also most people complaining are hunters with a few warlocks. Defender is viable in pvp so long as no one has a super up. Disintergrate is good as long as you can get a kill, useless if you cant. The point hes making is its a subclass that most of its perks are specifically for the super. The bottom line is no one wants to adapt to the strong sunbreakers. Hunters are the main group against it.
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Edited by Rom: 10/1/2015 3:39:21 AMAgain the logic is used that people only play one class. What does the class matter? The class isn't dependant on the super. Without the super you can still use all grenades, all the melee abilities, 2 of the final column perks, and fleet fire. That is absolutely no way geared specifically towards supers.
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Edited by NTG GHOST: 10/1/2015 3:55:01 AMThere are many people who have mains. There are some who use all three but most people stick to one class. One melee perk is useful in pve as it debuffs. The second is great for pvp as it resets your melee the third is meh. On kill sunspot is barely used in pvp. Fleetfire shines during a super its rare to get multiple kills with one nade. Healing from fire kills shine from the super sunspots go in hand with hammers making sunspots (cuz you know gettin that kill with a melee will guarantee youll live) Stacking agi from super kills makes you strong when you get out of it for a little bit. All of those perks compliment the super. [spoiler]i know i like split up to of the explanations to lazy to fix.[/spoiler]
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Dear god...