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originally posted in: How is the Hammer of Sol balanced?
9/28/2015 3:29:55 PM
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Calm down there champ. Think about it logically instead of throwing a fit. Hammer of Sol gets knocked out by a lot of things. Enough things? No. A high impact rifle should instantly down one in my opinion, and that should be fixed, but other than that its fine. A single Nova, a fist of Havoc, a Shadowshot, a Golden Gun, a well used Stormtrance, just running for 10 seconds, and so on removes any real presence the Sunbreaker has on a game for the next 4+ minutes because they have no super. I do the same to any other class, and they still can do some serious work. I snipe a Gunslinger, they still have Scavenger and tripmines for area denial. Bladedancers have speed and handling for CQC. VoidWalkers have grenades all the time. Sunsinger have the best grenades and melee. Strikers have Lightnings that dominate corners. Stormcaller have greandes or melee always up. Sunbreaker doesn't have any passive that gives him an edge outside the super. Every other class does. The super gives a whole 10 seconds of dominance, and he's back to being sub par. Ever tried sniping against someone who has Keen Scout? It's near impossible because they lace you through walls. (Which by the way, would be considered a hack in other FPS games due to the advantage of gives) Do I think it's OP in that class? No, because that amazing passive is offset by a non lethal super, mediocre grenades, and no blink. Its made for zone control, so I have to back off and flank. The class as a whole has weaknesses, just like any other. See? When taken by themselves, it sounds OP, but in the grand scheme of things, they balance out. People just don't take the time to look at the big picture.
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