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originally posted in: How is the Hammer of Sol balanced?
9/26/2015 9:40:29 PM
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[quote]Poor grenades: how so? I rather like the titans grenades, especially the one that sends waves of fire on an enemy's advantage zone.[/quote] Crucible 101: damage. Waves of fire does nothing, the enemy just waits until it stops. Arcbolt can tear down an entire team. [quote]Poor melee: Titans have always had trex arms, but the melee abilities makes it to where you would never want to get in a titans face.[/quote] When a Titan is in melee range it's already dead from either the opponents ranged melee, or a shotgun, or a fusion rifle, or pretty much everything that doesn't need to be put inside the throat in order to do damage. Also, both Strikers and Defenders melee sucks. Plain and simple. [quote]Poor jump: I genuinely chuckled. I bet you wanted a titan blink.[/quote] Unless you're one hand short and thus unable to aim; sure, Titan's jump is great. For those of us born with two hands and the ability to aim, a slow gliding jump is a free kill. [quote]No support abilities: except for: -melting point -Thermal vent - have you ever heard of someone complain about having a sunbreaker on their team?[/quote] I suppose you're imagining this thread is about PvE since you obviously seem to think that holding a point is a good thing and being mobile is not. How often does anyone complain about having a strong class on their team hmm? Never? No. Also, this wasn't even the point I was making: Sunbreakers aren't supported by any abilities outside their super (like Bladedancers can have Quick Draw, Gunslingers can stack reload speed and stability, how Defenders can great orbs from Heavy weapon kills, how Strikers can get shoulder charge, how Voidwalkers can extend the effect of their grenades or get super energy from melee hits or get health regen from melee hits, how Sunsingers can get an overshield from melee hits, etc etc etc). Everything a Sunbreaker has is tied to it's super.
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