[b][u]Hammer of Sol is OP[/u][/b]. It needs some changes. Keep in mind that the changes should be in [b][u]PVP ONLY[/u][/b].
Hammer of Sol has [b]55%[/b] damage resistance. [b]5%[/b] [b][u]higher than any other super in the game[/u][/b]. This allows a Sunbreaker to survive any super in the game, except for those that last 2 seconds, i.e. (Nova Bomb, Fist of Havoc) It can also survive a headshot from 1000 Yard Stare. No other super in the game can ever survive this impact. It kills all other supers with full armor builds, but leaves the Hammer of Sol with some health. Well, the Titan is the tank class, so [b]maybe[/b] that's
somewhat understandable. [i][u]However[/u][/i], Hammer of Sol makes kills way too easy. Tracking hammers, the blast radius of a rocket, insane range, no damage falloff, every hit is a one hit kill. It has 2x Hammers than GG shots, and still one shots everything with even more ease, and damage resistance. Nothing about that is fair. I run as fast as I can when I hear the clank, and still I get crossmapped by a hammer. It can kill any other super even with a full arnor build. It also heals from any ability kill, and kills with HoS are extremely easy. That being so, as long as you get kills, and aren't touched by Nova Bomb or Fist of Havoc, you are [u]invincible[/u]. These facts show that [b][u]Hammer of Sol is overpowered, unbalanced, and simply unfair[/u][/b].
[b][u]CHANGES[/u][/b]:
[u]Damage resistance[/u] should be reduced to 50% so it can't survive the highest impact sniper headshots, or a GG shot.
[u]Healing Ability[/u] should have a 5 second cooldown so that rapid kills don't make HoS invincible.
[u]Blast radius[/u] should be tweaked down so that one hammer can't wipe a whole control point like a rocket would.
[u]Hammer count[/u] should be 6 max. That is 2x as much as GG (without the exotic), and the hammers still one shot.
[i]In conclusion[/i], in the current state, [b][u]Hammer of Sol is OP[/u][/b]. These changes would make it fair.
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Edited by Iront Mesdent: 11/6/2015 8:13:59 PMI think that radiant sunsigners are able to survive the 1000 yard stare headshot since they have the same armor resistance percentage as the HoS. However, they get this resistance through a perk. HoS get it standard. Ok. Let's say that it is normal. Sunbreakers are supposed to tank this amount of damage because it is their main ability to be tanky. Then why their super has simply a better range, explosions radius and base damage than the sunsigner? Hammers almost OHK everything while grenades simply don't. Fusions can, yes but they require to be attached to someone compared to the Hammer. Even though it's quite easy to pull off, it's still harder than throwing a hammer in a general direction. Ok so let's say it's normal that the HoS has a great damage output and armor because it's part of their super ability. Well, Hammer of sol is a super that allows movemet throughout the map and has a very good duration and allows it to be used in a variety of situations overtime, similar to a bladedancer, GG, stormtrance, sunsigner. Which makes it reliable in every situation. So what is the conclusion? Hammer of sol has too much going for them. Simple. [b]TL;DR[/b] here is a comparison for you simple minded people: FoH: DMG:High Armor:Mid-high (high with unstoppable) Versatility/range/duration: low GG: DMG:Mid-High Armor:Low V/R/D: Mid-High Voidwalker: DMG:High Armor:Mid V/R/D: Mid-low Defender: DMG:Low (none) Armor:High V/R/D: Mid Sunsigner: DMG:Mid-low (gun damge and grenades are pretty weak compared to other supers) Armor:Mid-high (High with radiant skin) V/R/F:High Bladedancer: DMG: Mid Armor:Mid-high V/R/D: Mid-high Stormtrance: DMG: Mid Armor:Mid V/R/D: High Void Bow: DMG: Mid high Armor: Mid V/R/D: mid low (Mid-high with quiver) Note: shuts super without killing anything and slows target Sunbreaker: DMG: Mid-High Armor: High V/R/D: High For reference: a rocket explosion is considered Mid on this scale. A rocket direct hit and explosion is considered Mid-high.