Well as many defensive sunbreakers have mentioned in the past the subclass doesn't have a very good neutral game.
It's got some good grenades, a basic melee, and a healing perk.
(Remember cauterize does nothing to actually help you kill people all it does is give you a better chance if you're fighting 2 people and you finish one with an ability kill)
Really all you have to actually kill people is an average grenade of choice and an average melee.
The best thing about the subclass was by far the super.
Hammer of Sol was incredibly good and I don't feel that I need to explain why.
That said I will explain some of Its weaknesses (yes it did have those).
1st. Hammer of Sol is the most telegraphed super in the game, pretty much anywhere on any map it can be heard going off, this is an indication that the super was designed to be powerful and meant to be counter played.
You will always know hammer of Sol is coming. (Not much of a weakness yet I know, but it matters when talking about the next two).
2nd. Movement. Hammer of sol is extremely weak in this category.
Yes I know Titan skating helps them get around but please let me explain.
Hammer of Sol doesn't let you sprint or lift while throwing hammers, this is the only roaming super that limits your mobility in this manner. Because you need to build momentum in order to titan skate effectively this throws a wrench (or should I say hammer) into your ability to get around.
3rd. Predictability. Hammer of Sol is easily without a doubt the most predictable super in the entire game.
Because people often run away from you and because you had so much armor, Sunbreakers didn't ever hesitate to move towards any and all red on their radar. They never feared walking around corners or thought about approaching in an unusual way. And since all they need to do to survive is kill you they end up chasing you relentlessly.
So what does this actually mean?
How are these truly weaknesses?
Well it allows for extremely easy and consistent counter play if you know how to fight them.
Because they're so predictable and you always see them coming it's incredibly easy to set up multiple ways to beat them.
Here are a few examples that I've done in the past.
Throw lightning grenade on wall before they come around the corner and then hard scope with 1000 yard stare killing them with a headshot.
Hear the activation of HoS and begin sprinting to get shoulder charge ready, when they come around the corner I give them a taste of PEREGRINE GREEEEAAAVES! Not even joking if you're familiar with shoulder charge this is a consistent kill even if it's just a trade.
Hard scope with black spindle, has enough impact to one shot them.
Suppression grenade when coming around corner.
FoH
Shadowshot (much easier if using black hole)
Headshot with 1000 yard stare and one shot from primary.
Jumping over their head as they come around the corner and killing them with a shotgun (invective, 4th horseman, or any shotgun with up close and/or personal)
The list goes on.
People tried to just shoot at it mindlessly and get upset when they didn't go down, taking down hammer of Sol isn't that hard if you do it from a smart approach, a David vs Goliath situation.
You don't out-gun a sunbreaker.
You out-play a sunbreaker.
[b][u]MOVING ON[/u][/b]
OK now that I got that out of the way it's time to get to the nerfs.
Hammer of Sol was a [i]little bit[/i] overpowered, but not as much as people tried to say it was.
The 2 perks that were really out of line were cauterize and forgemaster (mostly forgemaster).
Cauterize made it so team fire was extremely ineffective as long as the sunbreaker was getting kills and made it so that it didn't matter very much if the sunbreaker popped their super at stupid time/place.
Forgemaster made the super insanely forgiving with the accuracy of hammers allowing you to throw them vaguely near people and still land a kill.
Flameseeker really wasn't even that good.
After nerfing cauterize and forgemaster the super would have been pretty fair considering it required the sunbreaker to be accurate for any kind of benefit and still opened up opportunity for counterplay while making team fire an effective strategy. Remember sunbreakers still have a mediocre neutral game.
But they also nerfed the hammer travel speed and the armor.
This makes the time it takes to get a hammer from your hand to a target a pretty big deal. With a speed and blast radius nerf you have to hit your targets perfectly in order to get your kill which is actually kind of difficult at any where longer than fusion rifle range (assuming your opponent is dodging, which they should be).
And with the armor nerf missing a single hammer often times means death if there's more than one person or if you're fighting a super. Because they can kill you in the time it takes for the 2nd hammer to reach your target (or miss).
Missing 2 hammers means death in a 1v1 situation assuming the player is dealing damage to you.
Frankly I feel vulnerable when using hammer of Sol in pvp.
It's still a viable subclass for sure, but it is directly worse than stormcaller and gunslinger at this point, who have better supers and a better neutral game.
I'd even use bladedancer over sunbreaker.
[u][b]JESUS CHRIST THAT WAS LONG[/b][/u]
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