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Destiny

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2/21/2016 6:12:00 PM
2

Why Bungie probably thought the Sunbreaker was balance in the Taken King release and reasons why it wasn't

Sigh This is just me taking a reasonable guess/assumption. When bungie first made balances into the Sunbreaker sunclass for pvp before they release Taken King their thoughts for the Sunbreaker were base off of solar sub-class such as Sunsinger and Gunslinger. Sunsinger was balance since it was "support" but in all reality had strong neutral play with a super that boosted neutral play even further. While Gunslinger was balance with good grenades and a throwing knife that would not return unless you had score a precision kill which resulted in a strong neutral play that had a high risk high reward; the Golden Gun was a good super that had a timer and three shots but could only shot one at a time(Its greatest flaw) and granted no additional armor. To make the Sunbreaker(for pvp )balance in the Taken King release Subreakers were given little to no real neutral play, now remember that at the time Titans had no real lunge distance. Thus most of the perks in the Sunbreaker subclass supported the Hammer of Sol super of the Sunbreakers strongly. However the causal players just turn to the current weapon meta, two burst head shot pulse rifles. Which had the range to fight in close-long range destiny usual mzp.Pulse rifles were the weapon meta when the Taken King was release; they were always good unless you were on a combine arms map, but even then you could make do. This wasn't the only reason why Sunbreakers weren't as balance for pvp as Bungie thought. Duo to two Sunbreakers being in the same team; they could feed each other off. Hammer of Sol was long enough to guarantee 4 to 6(maybe 8) obs of light to his team; to a max intellect Sunbreaker he would then get his super and a kill before he got those obs would guarantee his super. This would mean an endlessly cycle of Hammer of Sols if you didn't already count other sub-classes super obs generation. Why wasn't the Hammer of Sol put down by using the usual method of shutting down supers? A shot-gunner that rush would have to get past the hammers when a Sunbreaker was in third person view during Hammer of Sol; even if the shot-gunner got past the hammers, it would take 3-6 shells to the body to put down a Hammer of Sol. Of course not counting every kill that Starts high health regeneration. A Blink shot-gunner couldn't put down a Hammer of Sol since Titans were in third person view; so the Sunbreaker had a complete view of the rusher before they even blink. Only a limit amount of high impact sniper could put down a Hammer of Sol in one head shot. The year one sniper rifles that could do it in normal crucible were "Black Hammer", "Efrideet's Spear" with armor piercing rounds. Year two snipers that could do it were "Black Spindle", "1000 Yard stare" with armor piercing rounds; now know that armor piercing rounds on a "1000 Yard Stare" wasn't sought after nor valued. Now know that even if a super or other means shut down a Hammer of Sol it has to be done before a Sunbreaker generates any obs. Even then the method would then have to be reapply or reuse(use again) on Sunbreakers about to get their super(when they activate Hammer of Sol) or active Hammer of Sols before they can start generating obs to continue the "cycle of Hammer of Sols". My opinion is that the "cycle of Hammer of Sols" is just too annoying to consistently deal with. P.S. This is for Bungie should they ever reconsider buffing it again or returning the Hammer of Sol to its former glory; if they do then even with max intellect with kills, obs of light or just the cooldown, just make the super take a very long time to charge. Or at least less super energy return on kills and obs.

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