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10/18/2015 5:00:57 AM
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All of these suggestions are op as hell lol.
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  • Edited by Sherpa: 10/18/2015 2:44:11 PM
    They wouldn't be OP because they'd rework the whole subclass. The grenades aren't OP The armor/recovery thing is for PvE to counter the nerf to their armor for pvp The melee just gives Titans a ranged melee that's semi useful.

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  • If anything, the hammer damage should be reduced in pvp so other supers can survive a hit without absolutely maximum armor. Give Them a reason to use Sun Charge. Hammers kill other supers obnoxiously easily rendering Sun Charge useless when you can have more hammers that all have a bigger blast radius. Grenades don't need enhancing. Two of them are near instant kills as it is and they heal you when you kill someone with them or the less popular option to GREATLY reduce their cool down when you have super. Increase Hammer damage? Why? You get 5-7 Hammers that can be specced to chain explosions between enemies. If the Hammer damage is buffed in PvE, then you may as well buff Stormcaller so it kills faster since without Transcendence you only have enough super energy to kill one or two tier two enemies. Buff Arc Blade and double its damage in PvE so I can use it to kill shielded majors. Buff Radiance's defense so that I can take more punishment while I generate orbs.

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  • Golden gun kills every super with ease (except SB) so does NB and FoH. Why should they survive a hammer?

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  • Edited by ChillinWitDillon: 10/18/2015 4:12:05 PM
    You get three Golden Gun shots. You get more than twice as many hammers. I think it's only fair that you survive a hammer if they choose not to use the Super-Killing perk in their perk tree. And Nova Bomb/Fist of Havoc are nukes. You won't be getting Cry Havoc or Space Magic medals every time you use it. FYI, Sun Charge counters those too if you hit them as they start.

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