For over a year I've been playing as Sunsinger, primarily, and so I know its strengths and weaknesses.
I know that Selfressing in normal Crucible is a joke but it's vital during T. Of Osiris and Raiding
I also know that Sunburst, Brimstone and Solar Wind are all jokes for the most part.
I, too, know that Discipline is our life force, Maxed out armor and recovery + HOTPF + Radiant Skin being the best super set up.
[b]However I've come here to talk about how we can fix some unfair things with the class, and how to make a bit more reliable.
Let's begin:[/b]
I went into Mayhem Rumble the other day with my Sunsinger, I got Radiance charged, activated and It just felt so good and right to always have a grenade available , Scorch Melee, while not charging as fast as the 'nades, was there when needed. It all felt like this was the Intended way to use and play the Super. Then I realized that in Mayhem while on Radiance your Strenght and Discipline stats didn't matter at all!
[b]TIER 5 DISCIPLINE AND STRENGTH COOLDOWN ONLY ON SUPER[/b]
The Sunsinger is the only subclass that depends directly on DISCIPLINE & STRENGTH (mostly discipline) to make the super work properly, no other Super has this problem because they function independently of other Stats. So if for some reason you don't have Discipline focused armor... you have no super at all and your only benefit is increased armor.
[u]Therefor I propose to bump up Discipline and Strength to TIER 5 only on Super, If you happen to have equipped the HOTPF the cooldown will be faster, just like it is now. You should be able to throw 10-12 grenades and have 3 Scorch melees each time you're on Radiance, you shall no longer suffer inconsistencies due to poor stats. [/u]
[b]SONG OF FLAME AND ITS SUPPORT POTENTIAL[/b]
Right now it is a waste of a talent and it's the only Support-oriented one that could actually work, so it needs fixing.
[u]Song of Flame now fastens your allies' abilities cooldown to TIER 4 and provides them with a Slight buff to armor, notice I said Slight.[/u]
[b]GRENADES TRAVEL FASTER WHILE ON SUPER[/b]
This is one is simple, your [u]Grenades will travel faster while on Radiance.[/u]
[b]SUNBURST[/b]
So far it's useless, it has nothing over Viking Funeral or Radiant Will, plus It won't always generate orbs. So I'd do this (if you have Ideas for this one, share them) [u]Sunburst can (randomly) spawn orbs on melee kills (Scorch) and enemies that come near you while on super are ignited[/u]
[b]BRIMSTONE[/b]
Interesting skill and It's fun to use, however it shouldn't be triggered (right now if the enemy doesn't have low health you just ignite them) on hit. [u]Make it work like the Defender's force barrier; Melee is charged but won't be used until the last hit that kills the enemy, explosion ignites enemies (It currently doesn't).[/u]
[b]SOLAR WIND[/b]
Besides being good for trolling and pushing teammates off cliffs I've thought of ways to make it combat-worthy
[u]After hitting an enemy with Solar wind, they're pushed back at greater speed and distance (possibility of extra damage if they hit something too strong eg, walls) and you are granted with a temporal boost to weapon readiness and handling[/u]
[b]FIREBORN[/b]
[u]Enemy players won't longer be notified when a Sunsinger Selfresses. Ever wondered why it's a joke to use Fireborn in Crucible? Because the whole game knows we just did! There's no element of surprise at all, which is much needed. Fireborn is supposed to be an unexpected tactic for the enemy let's make it so by NOT GIVING ANY WARNINGS![/u]
[b]Thanks for reading, leave your comments.
If you feel like some of the older subclasses need some improvements write a post too![/b]
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[quote]For over a year I've been playing as Sunsinger, primarily, and so I know its strengths and weaknesses. I know that Selfressing in normal Crucible is a joke but it's vital during T. Of Osiris and Raiding I also know that Sunburst, Brimstone and Solar Wind are all jokes for the most part. I, too, know that Discipline is our life force, Maxed out armor and recovery + HOTPF + Radiant Skin being the best super set up. [b]However I've come here to talk about how we can fix some unfair things with the class, and how to make a bit more reliable. Let's begin:[/b] I went into Mayhem Rumble the other day with my Sunsinger, I got Radiance charged, activated and It just felt so good and right to always have a grenade available , Scorch Melee, while not charging as fast as the 'nades, was there when needed. It all felt like this was the Intended way to use and play the Super. Then I realized that in Mayhem while on Radiance your Strenght and Discipline stats didn't matter at all! [b]TIER 5 DISCIPLINE AND STRENGTH COOLDOWN ONLY ON SUPER[/b] The Sunsinger is the only subclass that depends directly on DISCIPLINE & STRENGTH (mostly discipline) to make the super work properly, no other Super has this problem because they function independently of other Stats. So if for some reason you don't have Discipline focused armor... you have no super at all and your only benefit is increased armor. [u]Therefor I propose to bump up Discipline and Strength to TIER 5 only on Super, If you happen to have equipped the HOTPF the cooldown will be faster, just like it is now. You should be able to throw 10-12 grenades and have 3 Scorch melees each time you're on Radiance, you shall no longer suffer inconsistencies due to poor stats. [/u] [b]SONG OF FLAME AND ITS SUPPORT POTENTIAL[/b] Right now it is a waste of a talent and it's the only Support-oriented one that could actually work, so it needs fixing. [u]Song of Flame now fastens your allies' abilities cooldown to TIER 4 and provides them with a Slight buff to armor, notice I said Slight.[/u] [b]GRENADES TRAVEL FASTER WHILE ON SUPER[/b] This is one is simple, your [u]Grenades will travel faster while on Radiance.[/u] [b]SUNBURST[/b] So far it's useless, it has nothing over Viking Funeral or Radiant Will, plus It won't always generate orbs. So I'd do this (if you have Ideas for this one, share them) [u]Sunburst can (randomly) spawn orbs on melee kills (Scorch) and enemies that come near you while on super are ignited[/u] [b]BRIMSTONE[/b] Interesting skill and It's fun to use, however it shouldn't be triggered (right now if the enemy doesn't have low health you just ignite them) on hit. [u]Make it work like the Defender's force barrier; Melee is charged but won't be used until the last hit that kills the enemy, explosion ignites enemies (It currently doesn't).[/u] [b]SOLAR WIND[/b] Besides being good for trolling and pushing teammates off cliffs I've thought of ways to make it combat-worthy [u]After hitting an enemy with Solar wind, they're pushed back at greater speed and distance (possibility of extra damage if they hit something too strong eg, walls) and you are granted with a temporal boost to weapon readiness and handling[/u] [b]FIREBORN[/b] [u]Enemy players won't longer be notified when a Sunsinger Selfresses. Ever wondered why it's a joke to use Fireborn in Crucible? Because the whole game knows we just did! There's no element of surprise at all, which is much needed. Fireborn is supposed to be an unexpected tactic for the enemy let's make it so by NOT GIVING ANY WARNINGS![/u] [b]Thanks for reading, leave your comments. If you feel like some of the older subclasses need some improvements write a post too![/b][/quote] Very nice post but i dont think sunsinger need a buff cuz thats the last thing they need. They're already the best pvp subclass if used correctly.
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This is a beautiful post and I will do anything I can to get more people to support this.
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Please take me out to dinner before you make me wet. This is amazing. I agree with all of this and hate how my sunsinger is near (NEAR) useless in PvP. Although it is one of the more fun supers it can't kill in crucible unless the enemy is brain dead :/
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Sunsingers are fine, no buff need. Its the Warlock PvE Subclass that works perfectly in PvE. Highest Recovery in game, Shield on hit, most powerful grenades, self-revive. And one of the best Subclasses for ToM for highest DPS. A buff would make it too op.