I am a Sunsinger/Solar-nader,
Since the inception of my Sunlock, I believed it to be the embodiment of the Sun/Fire. This, for myself and I believe many warlocks, is a mechanic that has shaped the way Sunsingers approach encounters. I found Viking Funeral to be the better solution for the way I play. especially as a Solar-nader in PVP. Needless to say I have ran nothing else but Viking Funeral since its been available.
Bungie, this is the exact type of stagnate situation your trying to prevent, correct?
[u][b]S O L U T I O N 1[/b][/u]
Then you should approach it the same way you approached the Melee. Although the melee's abilities are still broken*, I like the logic behind your approach. _[i]*the melee abilities hardly ever activate
[/i]
You increased the charge rate of melees so we could use the ability more often.. With that same type of thinking I believe people would use the other abilities if:
[b]A) Radiant Will[/b] gives a considerable amount of duration increase or further increased the charge rate of your abilities.
[i]- Increases duration to 19 instead of 17.[/i]
[i]- Increase the duration to 17 while further decreasing ability cool downs.[/i]
OR
[b]B) Sunburst[/b] guaranteed more orbs per kill or change it to a Orb Drops over time.
[i]- Gaurantee drop of 1 orb per kill. 2 orbs for grenade or melee kill.[/i]
[i]- 1 orb drop every 2 secs, with an additional orb for every kill.[/i]
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As far as Frustrations,
Viking Funeral activates on everything that is ignited. Yet when I carefully read through the forums and people discussions on Sunlock encounters, I don't see much anxiety with the Fusion-nade, or the Solar-nade, not even the Melee, in regards to the Viking Funeral. I see frustrations with Fire-Bolt Grenade.
Rightfully so, the Fire-Bolt is the most used Sunlock grenade because it's easier to hit targets with when you know how to throw it, and it does a tremendous amount of initial damaged which made it super easy to die from the burn. Making it the frustration of many encounters.
[u][b]S O L U T I O N 2[/b][/u]
Leave Viking Funeral the way it was originally and decrease the initial impact damage of Fire Bolt(and possibly Fusion-nade) and you will have a less frustrating encounters because it won't guarantee a kill.
This idea came from exclusively using the Solar Grenade which has a low initial impact damage. So the only way to kill someone with it in PVP, is if they stand in the burn radius for to long. If they are touched by the initial impact of the Solar-nade, and run out of the burn radius, they would continue to burn but survive. If they wait to late to run, they would die of the burn. And that window to run with a chance of survival is already a decent size.
Thoughts?
P.S. - If your gonna change the function, you should change the name.. When you Google Viking Funeral, you'll find a lot of images portraying a person sent off in a flaming boat. The idea is very clear when put into the realm of destiny. The enemy burns to death.
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Firebolts already deal the least damage in the game. With the burn from the past VF, it dealt about 10 more points than lightning grenades. In my experience, and other players' as well, Firebolts were easy to use against people who didn't realize how to dodge them. You can jump and they won't hit, or shadestep to avoid all the damage. While Idc about firebolts, I do care about how they're portrayed to be the most OP grenade in the game. Think of it as, the [u]ONLY[/u] way for them to kill is if the enemy took about 40 pts of damage beforehand. Lightning grenades are way easier to use when you realize to only throw them at walls. Tripmines had been able to oneshot and in my experience playing as a hunter, it was more than just a 50/50 as to if it would oneshot and enemy. Only listing two others out of the top 3 grenades. Now as far as VF goes, my friends and I agreed with the concept of the change.... now.. the effects need to be up'd quite a bit. VK now adding 5% more damage to enemies and it stacks up to 3x. If my gun deals 100 damage in pve, it will now deal 105? That's useless. From what all I've heard in discussions with friends and randoms, the most we all agreed with was Viking Funeral -10% increase to damage against enemies affected by burn, can stack up to 3x -Duration lasts 5 seconds longer than the burn effect The duration was the biggest issue everyone wanted to throw out there into every discussion. Burn only lasts for about 3 seconds... within those 3 seconds, you gain 5-15% more damage. Not very useful when compared to adding about 10 seconds to radiance or the ability to generate orbs per melee ability kills. My own idea was that it should be replaced by something else... like the ability to release all radiance energy in a shockwave. Sorta like a solar Fist of Havok. Of course that would mean that you could use it at any point during the use of radiance so it'd have to be that the range and damage were both dependent on the amount of super energy you have left. It would have to have a lot of downsides for fireborn also... like it can't be used for a couple seconds after ressurecting. Just something to make radiance more worth using... I see all those Stormcallers coming out now. And no, I wasn't starting anything by defending firebolts. Like I said, Idc about them. I care for everyone to not just go with what other players say. They literally do deal the least amount of damage without burn. Imo, solars were the way to go. But solars are bugged right now so they've been rendered useless until Bungie decides to finally fix it. It's affecting a few grenades currently.