The only problem with that is the instant transmission of the GG shot. I have a counter-buff for you:
Activation of GG gives you a throwing knife, that is a OHKO just like hammer. If you miss with it, it's gone, but if you hit, it gives it back. GG is on a timer just like sunbreakers, but you still only get 3 shots, or 4 if you use that helmet. Once you use up everything (all GG shots and the knife) the super ends, or it ends when the timer runs out.
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I think you should get just enough to wipe a team if you ontop of shooting it instantly. Making it more like the hammer, but needs pinpoint accuracy...though i can snipe with the gg and the hammer. Nothing like destroying a team on the other side of the map with a hammer that pretty much falls straight down on them
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The problem I have with that is it messes with the dynamic of the classes. So each class has 3 subclasses that fall into 1 of 3 catagories: Support - Defender, Sunsinger, Nightstalker - Supporting the team through buffs to friendlies, or debuffs to enemies Immediate - Gunslinger, Voidwalker, Striker - Short fuse supers that are usually good for 1-3 kills depending on placement of enemies Roaming - Sunbreaker, Stormcaller, Bladedancer - Good for 2-4 kills, no matter the distance because as a super, you can move and still be powerful. Adding that kind of team clear ability to GG off sets the balance.
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Void walker and striker far outclass golden gun in killing power
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I don't agree, because most FoH and Void bombs get 2-3 kills. While Most GG can get 3 almost all the time. Especially if you have the helm that gets you an extra shot. It is incredibly rare to get a FoH that gets more than 3 kills, Void bombs are more common due to bombing heavy spawns.