The infamous sunbreaker super has had it's fair share of complaints thrown at it, but is it really OP?
Hammer of Sol's main source of hate is probably found in the incredibly high incoming damage reduction it offers. It's higher than any other super in the game (a bonus of 55%).
This stat combined with it's high mobility and the many, relatively easy to throw hammers it can use makes for a very powerful super, but is it unbalanced?
What is your opinion on this?
Keep it civilized.
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If we break a sub class down by the 3 basic components: Mobility, Grenades, Super. It is terribly op. Fastest jump, most deadly grenades, obviously over powered super.
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55% damage reduction. Tracking hammers that explode at proximity and can chain kills. Every ability kill starts health regen. (Everyone bitches about blink strike but this Is ok?) Amazing grenades. He ability for sunspots wich will give you additional hammers. And can still move quickly. Unbalanced indeed
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If the damage reduction was reduced to 50%, what blade dancer was in year one, and maybe slowed down cauterize but not completely destroy it, then id be fine. This is coming from a Titan XD. I do feel slightly cheap and OP when I tank a golden gun shot and then kill him and regen all my health
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Weren't you the same guy who made the thread saying that using HoS means you have no skill?
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The biggest issue is the health regen, I think it's fine for pve but awful for PVP
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It killed me when I was 5 feet BEHIND him soooo
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Cauterize seems to be the main issue here.
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I don't know is it? This has been those topic for months now, how long will this go on
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If you are playing Normal PvP and you have the ram on Radiant Skin has 60 Armor Reduction you can survive an Efrideets Spear Final Round Headshot
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http://xboxclips.com/CapnMorgan05/a6b83fd1-0b60-4c0a-8429-2ebd8e378288
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It's fine. There's nothing wrong with not being able to one-shot them, it's a super. It should be, y'know, super. Running away is a valid strategy and a good way to stop them from getting six kills with it. Been plenty of times I've used it and gotten no kills because, whaddaya know, they all ran for the hills and didn't stay close. People just don't like that idea for some reason... You can also dance around them, the hammers are thrown pretty slowly so as long as you keep moving you might be able to stall it out if they spot you. Not sure what the ideal range on that is though.
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Nerfs Range dropoff Damage resenstence
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Edited by Dudge Dredd1: 11/8/2015 7:40:31 PMAhh, ye olde Hammer of Sol argument. Finally someone with the right idea though. Sticking up for us in this ocean of salty misunderstanding. We have hammers - a hurtling capsule of raw power. We have damage reduction - an essential when you run hammers blazing straight through the enemy's defense. We have T-rex arms... still. We have lousy grenades... like, really lousy That pretty much sums up everything we have. All the other perks are novelties and useless in PvP. So what do you expect from a super? Something that makes you feel godly, but halves your health, or something that resurrects you and gives you an insta-kill melee? How about something that's impenetrable, but only has three hammers, or perhaps a weapon with infinitely long range which kills with one shot (Note that bullets don't take an eon to reach their target). A Super is a game-changing ability which leaves enemies cowering for their life, or if you meet a Sunbreaker, jumping like a you got a new pogo-stick for Christmas. Stop whining and accept us as your greatest foe whenever you hear that clang.