EDIT: Please ignore the poll, I accidentally posted it unfinished and now I can't change it.
[quote]As to all those who don't believe that Titans are the worst, and are trying to refute me. I could spend a whole video talking about it, but almost every point you all bring up - the other classes either have it built-in, or an exotic that outclasses it. Bubblebro is priceless in PvE. But for PvP, Titans are just at a clear disadvantage. As a person who has used every class, and every subclass, and has most time put into a Titan this is the consensus I've come to.
Thankfully it looks like Sunbreaker is going to change things for Titans in PvP, but let's look at it realistically:
Slowest agility : Yes you can use the "triple" tap jump to speed around, but it's not intuitive to most and it's not always practical to run around doing it in PvP and in a gunfight, you don't have the same speed to strafe or even run away - not to mention blink is just a get out of jail free card. It's so easy to avoid supers, heavies etc with blink, but titans can't get away so even overall titan's k/d usually don't match up with the other classes.
It's the "TANKY" class : We're supposed to be the frontline, however even when we max our armor out we only have 1 more health than a hunter in PvP I believe, and are tied with Warlocks. The Ram alone gives Warlocks like 22 more health in PvP which is insane.
Melee : We're supposed to be the melee class, but it's a fact our melee is the worst. No range to it. Hunters are above it especially with blink strike glitch, and the warlock is just a mile ahead of them both. Yes we have shoulder charge, but as you can see it's pretty easy to counter if you know what you're up against and titans also have to usually prep for shoulder charge beforehand knowing when it'll be up after sprinting, and how long it'll be up.
Supers: The Fist of Havoc is situational, rarely nets several kills, and you almost feel punished for using it at times because it always seems like you need to save it for a cluster, which rarely seems to happen. Warlocks have the same thing in the form of Nova Bomb, which they can send from a safe distance. Hunters have a super that pretty much guarantees 2-4 kills every activation.
Exotics: Yes the Saint-14 is great... in PvE. It can help occasionally in PvP, but using bubblebro in PvP is already putting you at a disadvantage. Ruin Wings are bugged and only useful for PvE. Arma is great for two grenades which can help, but warlocks have that perk built into their subclass already. Pretty much any other exotic is completely niche, or just offers a perk that's already in your subclass. Feedback fences? It tickles the enemy, I've gotten 1 kill across my hours of playtime using it. PvP you just have nothing that really helps, and so I often use Inmost light just because it lets me take 2 skills for my super.
You can all sit here and argue on and on about it, but I can say without a doubt that Bungie is sitting on data that backs up exactly what I'm saying - especially PvP. I talked to Luke Smith and Mark about this while I was at bungie for hours on end. The Titans just don't have anything they really shine at, except for being the staple for most PvE encounters with the Bubble. They told me they're aware of it and are always looking at ways to fix it. So fingers crosses, but even Bungie knows Titans are a notch down from the others.
The bubble is near useless in PvP because it can't protect against supers, you can't use it as a reactive defense because everything bursts it. Anyway like I said I could go on and on and on about this because as someone who wants the Titans so badly to be really good, it hurts to realistically look at it and know that we're just not at the same tier with the current build. I'm not going to respond to the comments to this because it won't get us anywhere, you're always free to disagree.
/rant[/quote]
-Mr. Fruit
This comment can be found here:
https://www.youtube.com/watch?v=DrH5FmnCm8c
This is probably the best argument for class balancing I've seen in a long time. The video (Specifically the first round) shows the clear disadvantages that the Titan has in the melee department, even with shoulder charge. And in the round where they were all using an auto rifle, Mr. Fruit absolutely crushed Blue and Rhabby, so he's likely more skilled than them, but in the other rounds in this series it doesn't look like it because abilities were allowed in those rounds.
Other Thread with more evidence: https://www.bungie.net/en/Forum/Post/147725199/0/0
Statistics thread:
https://www.bungie.net/en/Forum/Post/151174823/0/0
Tell me if you agree or disagree, and if you do disagree please give a valid argument rather than "Fist of Havoc/Shoulder Charge/Lightning Grenades is/are OP" or at least give some form of evidence to prove it.
Thanks for Reading!
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Edited by feigny: 9/4/2015 12:44:26 AMI think if FoH also included a column of lightning for those blinkers above, able to avoid it would be cool. (similar to the stormcaller's initial ability as a perk). "Unstoppable" should also be passive and be a 100% damage reduction. For how instant it is and the risk taken in order to use it, it really should be 100% by default. You're running into melee range to begin with, no sense in being peanlized. In fact, replacing "Unstoppable" with being able to use 2 grenades would be great, and perhaps even combining juggernaut with shoulder charge could make it slightly more useful (even if that means a slight nerf to juggernaut). The FoH AoE should just be bigger in general. I haven't tested it, but especially with the 3 mini novabombs of voidwalkers, it covers more area. Seeing as it's easy for people to jump out of the way of an approaching titan, it'd be nice if the AoE was just bigger. And they need to speed up the 3rd person to first person aspect after using FoH. So many times when I'm getting up from FoH, I die anyway, due to people off in the distance as I try to recover (these people usually avoiding my super earlier anyway). The melee also just needs a change or something. When a titan is just above or below an enemy and close enough for a punch, sometimes what will happen is your titan will swing towards the hit box as though intended for a hit, but will miss and you hear the air swish sound. If they were on level ground, this punch would have hit... The punch in and of itself needs a guaranteed lunge. Not the hit or miss lunge we currently have. (the easiest way to test the varying degree and effectiveness of each melee is attacking a harpie, you'll notice the differences right away). And yeah for defenders, getting force barrier on hit would be a world of difference for them... More of a wish: I wish "death from above" was a bit more accurate and something that could be used on the ground level (sort of like a shoulder charge aspect). Another wish: Only allow blink for one class (such as blade dancers, no need to give it to two of them).