JavaScript is required to use Bungie.net

#feedback

Edited by carlosadmoura: 6/29/2016 1:08:12 AM
48

Warlocks Sunsingers Nerfed so badly... why?

In the last update you guys nerfed the "viking funeral"perk. You simply killed the only reason why to wear a sunsinger: to protect a zone (either in control and salvage). now, the players just pass through the solar grenades, take little damage and keep running... Some titans can even stand in the middle of the grenade explosion and deactivate a probe or revive a team mate. why did you do this if in the graph you showed (attached) you had Sunsingers already in the middle tier for K/D ratio?

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Sunsingers are still "viable" with double fusion and radiant skin for pvp. Which was a build that contended with the fire bolt combo in year one. That being said the nerf was horrible because the rest of the subclass is terrible. The super needs to be something else. Here is what i'd do: revision 1: the super now gives allies cooldowns by default. that perk gets changed into something similar to electro static mind has where you generate a field around you that damages people. except for if you leave the AOE you still burn for a very small period of time. Revision 2: your super gets influenced by your perks. So say you still ran viking funeral with fire bolts. mid super viking funeral is back in it's pre state where things burn longer for more damage. Touch of flames effect would be active by default during the super. And if you ran touch of flame anyway you set someone on fire they could pass the burn on to their team mates if they got close enough to each other. Revision 3: The super gets an animation change. Activating the super causes a massive flame based explosion within a radius around you. If standing still or on the ground your character stops and thrusts out their arms queing the explosion. people within a certain radius are killed instantly. and people outside the kill zone get set on fire for a small period of time and are also more suseptible to damage. Self res would stay the same basically. Radiant skin would be replaced with solar god. Where you can actually walk around on fire looking cool. You have the same duration as current radiance with the perk that makes it last longer. However uses of either your nades or melee would shorten it like how hammers work on sunbreakers. Throwing a nade is changed to a finger snap animation where when you look at someone and press the button they are going to have a localized explosion happen on them. You can dodge out of this as there is a small que time. The explosion hurts a decent amount but won't kill anyone unless running low armor. it also doesn't set you on fire unless using touch of flame. melee would still be basically the same as now. except it's potency would be stronger. It's already a one hit now. But say you ran overshield. your overshield would be stronger. Brimstone's explosion would be bigger and more damaging. solar wind would have more range and push harder. It's worth mentioning in this walking state you've got no extra damage resistance. and you can still gen orbs by killing people with your guns and abilities. And the last slot would basically be generic. makes your super explosion cover more of an area and the kill radius for it would be bigger the people who survived would burn longer.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    2 Replies
    You are not allowed to view this content.
    ;
    preload icon
    preload icon
    preload icon