First of all, this isn't going to be a whiney post. Yes, I have little amount of time played on my Titan. No, that does not mean I am complaining about it. My logic and reason are mine and they'd be the same regardless of the character I mained. Look for a [b][i][u]TL;DR[/u][/i][/b] at the bottom.
First off, let's look at each super and group them. There's lots of ways to group supers, but the most base is roaming vs non-roaming. Non-roaming includes Shadowshot, Nova Bomb, Defender, and Striker. That's it. We'll be comparing Roaming.
Prior to TTK, there was a sense to the make up:
Radiance - most armor, least lethal (or same armor as Bladedancer but has the ability to self rez or Song of Flame). It lasts up to just over 17 seconds with Radiant Will, no exceptions. Due to the low kill rate, this is exceptionally long.
Arc Blade - medium armor, very lethal but requires you to get close (easier because movement is increased and randomized, and there is a damage reduction) - and most forms of overshields will require two swipes. It lasts 12 seconds, minus each time you swipe in super (and plus each kill if using encore).
Golden Gun - [u]NO[/u] extra armor, most lethal. Limited by 3 bullets (no y2 Symbiote, I'm using this metric for GG instead of time) and lack of armor. Never (except with Hammer) requires more than one shot to put someone down.
There is a direct correlation. As a super gets more lethal and directly effective, it loses any other advantages of a super - extended duration, armor, amount of uses. Let's look at the two new Roamers.
I will compare Stormtrance with Arc Blade and Hammer with GG as they are along similar veins.
Stormtrance - Same damage resistance as Arc Blade and base Radiance. Has unpredictable movement and ionic blink as well as more range than Arc Blade. Lasts 15 seconds and whether or not it uses its lightning does not affect this. Very lethal, slightly longer time to kill than instant but more range than Arc Blade. It also chains its lightning to any enemies near. Lasts longer, has more range, is just as unpredictable, chains damage, easier to get kills with.
This is acceptable, as Arc Blade does have its advantages - encore and hungering blade, a baseline blink that doesn't sap the super, invisibility. Bladedancer vs Stormcaller overall is pretty balanced.
Hammer of Sol - Very lethal. Has access to tracking, high velocity hammers with very nice splash damage that are reasonably easy to aim (yes, I have used Hammer of Sol on a friend's account multiple times). Has the most damage resistance of any super (assuming max armor, which is most common for Titans)(allows Titans in super to survive several things no other super can). It has a max of 7 hammers (same metric as golden gun). Let's recap - most damage resistance (about the same as radiant skin), 2nd most effective killing (and just barely), with over twice as many chances for kills as GG.
As far as roaming supers go, Hammer of Sol is ridiculous. It has the most damage resistance (it can survive sniper headshots, a golden gun shot, and a shotgun melee). It also is just barely less effective at killing than golden gun - and it more than makes up for that with tracking hammers, splash damage (not dependent on kills like GG), and 7 hammers to throw (AND suncharge but eh). It doesn't follow the trends at all, quite simply. It has far too many advantages and far too few disadvantages. Supers [i]should[/i] wreck, don't get me wrong, but there has to be a limit. Titans definitely did deserve a solid super, but that doesn't just negate balance.
Hammer of Sol is not in line with other Roamers. Hopefully, by now, you agree with this statement. Now, before I discuss possible balancing acts, let's talk about why.
Sunbreaker, as a whole, is built around its super. I wouldn't mind going against a Sunbreaker in trials, because I know that I have the advantage up until they get their super, which only lasts a single round. Strikers are more scary for their shut down potential as well as their great class abilities. This is why Hammer is so powerful - everything in Sunbreaker is geared towards making it such.
In light of this, if there is to be a nerf to Hammer, there should also be a buff to Sunbreaker. Make its passive abilities better in some form - give it something besides its super to give a reason to run it - Strikers have shoulder charge and lightning grenade, Defenders are defenders (nigh useless for PvP and ever the best in PvE), Self Rez for Sunsingers, etc. I'd suggest blink (I HATE blink, but I think it's only fair that Sunbreakers have it and this could easily be remedied lore wise - the renegade Sunbreakers have diverged from the path of the Titan and learned blink from a warlock) and/or some Mechanic similar to Self Rez or Bladedancer that gives a very good reason to use Sunbreaker in PvE.
In return, the armor while in Hammer of Sol is nerfed either to Arc Blade/Radiance/Stormtrance level (assuming max armor) or half that, depending on the buff to Sunbreaker as a whole. I think this works out well for everyone.
Tl;dr - Hammer of Sol has too many advantages compared to other supers. I propose an armor nerf balanced by a buff to Sunbreaker as a whole such as blink and/or some other very useful PvE or PvP trait.
Edit: it seems people just want the nerf. Sigh.
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Not even an armor nerf, just make it so cauterize doesn't activate while super is active.