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8/9/2020 5:46:03 AM
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Uh burning maul is just fine where it is. It’s literally the ONLY super where i just turn and run in the other direction. Even if I have a super myself. The tracking on the slam is insane, and it’s health is pretty tanky. Not to mention it’s a flaming titan holding a hammer twice the size of him. That alone is terrifying
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  • So just because one aspect of the super is good the other lacking parts doesn't require buffs? Cool

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  • Edited by DuBChiri2: 8/9/2020 9:44:22 AM
    Burning maul actually does 218 damage without roaring flames but it does it as 200+18 which means its 2 hitboxes. My initial thoughts were that it was a single attack that did lower damage and i apologize for giving false information. But my opinion on the matter is still the same general idea. I want to get rid of that second hitbox so that it does a flat 218 damage at least. Them changing hammer of sol from like a 70/30 split of direct impact damage and aoe damage, to a 95/5 split helped it out tremendously. The fact that it hits twice is likely what's causing it to fail at times in modes like iron banner. Eliminating that second hit but bolstering the initial hit should reduce that problem, if not remove it. Which is fair and with most aoes should follow suit.

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  • The tracking, the aoe, nor the health is what I want them to touch. The fact that light level in iron banner stops it at like a 10 level advange is stupid and its nerf that added damage fall off, with its borderline damage, makes its consistency against targets crap when any latency is involved. I do think when it's in it's a menace, but that super not only needs flat ground to be powerful, but a small enough map where you can't easily out run it and theres really nothing you can do once the enemy starts running.

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  • Running doesn’t help you if you’re anywhere close to it. It reaches extremely high in the sky and it’s FAST. It’s way better then A lot of roaming supers with its ability to 1-tap other supers as well. Not to mention getting ANYWHERE close to it means death

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  • It has a large vertical cone but movement paired with damage fall off hurts that consistency quite a bit. I've used it enough to know that its broken tracking doesn't matter if a target that's constantly jumping can avoid the super. It does stomp pretty much any melee mobile super for sure, but ranged supers destroy it easily and you are easy picking from a sniper or team fire if you have any good amount of distance or was to make use of to trick the tracking. I'm not sure how buffing the heavy attack by 19 damage when it kills everything already makes that much worse, considering you either die or you don't anyways. But in iron banner it's annoying that it doesnt kill people because they aren't much higher light level than me.

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  • Wait so you’re mad that supers don’t one-tsp higher lights in IB, so you want a tiny buff to accommodate for that? That’s kinda stupid, ngl

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  • Not if I'm only 6-10 light levels below the guy and they don't die to it. THAT'S stupid. Every supers most powerful attack does at least 250-300 damage and I can't even ask for 220 on it's only good move it can do when that IS it's most power attack?

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