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#feedback

12/18/2018 4:41:25 AM
8

Burning Maul needs a rework like Spectral (My own solution)

Embarrassing addition of a super to Destiny. -Can't close the gap -Lights take more energy and don't even one shot acolytes -Super as a whole deals lackluster damage -Throwing Hammer tracking is bad and travels awfully slow -Has the worst aerial combat of any super introduced to Destiny -Super is too easily jumped over -Roaring Flames is too situational, doesn't work to well with the super against bosses This super needs to be fixed, and I have a solution: Lights don't take super energy but instead grants super energy if lights land, just like the ROI Battleaxe. And tornadoes funnel opponents from the air or near into itself. Throwing Hammer tracking slightly increased. Roaring Flames stack with each fire tornado tick to enemies. And that's it, it's good now.

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  • You might want to change the spelling on the "Lights don't take super energy but instead grants super energy if lights land" to "Lights attacks take less/no super energy and grants super energy on kills" because while spinning infinitely into a boss sounds fun it is infinite as long as you're hitting something so that's more than a little broken, maybe the way they do this even is they add an exotic like the Raiden Flux for Hammers. Throwing hammers don't need more tracking they are pretty good where they are especially since you can just pick them back up. Roaring Flames with each tornado tick is excessive you just need to throw a thermite grenade or hammer at up to 3 enemies before you super and you're good also Synthoceps with 3x Roaring flames makes this super do the most damage of any super in the game even beating Celestial NightHawk with a headshot.

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  • Hey the one redeeming thing about your entire subclass is that your hammer don’t have to be a head shot to be viable

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    • Super damage should AT LEAST be buffed by wormgod carress

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      • This super and arc staff need a movement speed increase.

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      • Edited by Ghostfire239: 12/19/2018 5:15:29 PM
        Dude tracking on throwing hammers is crazy, so I don’t know what you’re talking about. Skip to 4:58 https://youtu.be/0t6kgCUXYec[url=http://example.com]link[/url] I agree with most of the other things stated though

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        • So you’re saying burning maul should be an infinite super that always has the roaring flames x3 damage buff active? Thank fücking christ fans don’t balance this game lmao

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          • Throwing knives dont track either..... Arcstrider is also bad at air combat. I think roaring flames needs to be changed to... Super lasts longer/uses less energy and abilities do more damage based on stacks. 3 stacks = 50% less energy used. And yes...swing attacks should use no energy.

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          • 0
            I really enjoy the burning maul. You get kills with your hammer or grenade, up to 3 stack of the roaring flames. Your damage is boosted across all your abilities, then you go in and slam fire tornados and melt the boss, killing any adds keeps your damage buff up. The hammer throw works fine and is a great aoe add clear if used with dunemarchers. The only wasted perk is the sliding on ammo reloads your gun, not sure who thought of that but seems like they ran out of ideas. Don't think the melee hammer needs any tracking, throwing knives don't have any, that just comes down to your own ability to point and click. Maybe they could buff the damage a bit on the super and reduce the amount of super energy used when spin2winning but other than that, it works great for pve. Now PvP, yeah it doesn't really perform well there, but not every super and ability is meant for Crucible. I'm a hunter main and I've been playing my Titan a lot since Black Armory came out and it is definitely the most fun of the 3 and in a pretty good place in PvE.

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