I'm a Sunbreaker. I hit things with hammers and it feels good.
What doesn't feel good is the old fashioned Titan tickle. Mortar Blast deals half the damage of my fist normally just slamming into the skulls of my foes and has just a few measly ticks of damage which means I have to hit whatever I'm trying to decimate again. If I let it tick down it can't even kill a normal Vandal. Now that's just sad.
Mortar Blast is easily the weakest melee in the game. Either the ticks need a massive increase in damage, or the base damage should remain unaffected by using the ability. The explosion and resulting burn damage should be a bonus to smashing faces, not a detractor.
[spoiler]Moderator edit: This thread has been moved to #Feedback forum so that other Destiny players can weigh in. [url=https://www.bungie.net/en/Forum/Post/139533839/0/0] See Cozmo's thread here[/url] for more information about the #Feedback tag and its uses.
Feel free to private message the moderator who moved your post, link to topic for further clarification about why this topic was moved.[/spoiler]
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I just want the old subclass menus back. But with every new thing the classes got in D2. Punching someone as a titan was very rewarding in D1. Worth the risk of getting in close. In D2? Not nearly as much. It's more a liability.
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It can knock back your enemy Punch than Finnish off with a Antidope
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Doesn't it make a sunspot on kill though?
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Warlocks burn is the same! I can see why they did this though. It's not fun being hit and then running of and having the thorn effect all over again. For reference. The original thorn, due to it's damage tick was a two shot killer no matter what you did. So you could literally hit someone in the foot twice and then forget about them. They were dead. They just didn't know it yet. Bungie obviously don't want you to be able to sneak up, melee someone and then just be able to walk off laughing while they tick down to death with zero ability to even retaliate. It's not a fun gameplay mechanic for the person on the receiving end and will cause both frustration and rage. People don't return to such games unless they are no life sweats.
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All the melees need a buff, bad.
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The punch is for weakness, you can drop a boss really quickly with it. It is gold, learn how to use it. Punch then use your super, you might like it. All your hammers crit. 😃
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Can we talk about how I dide from hammers that have flown past me please?
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Sunbreaker is the strongest super in the game for PvP already. -blam!- off wanting it buffed.
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This is especially frustrating given that a) its area effect, the main selling point of the perk, is very small and very weak (and running into large groups for punch time is rather ill-advised) And b) the Code it’s attached to requires kills in order to have any noticeable benefit to the user. Given how it is nearly impossible to kill all but the most badly wounded enemies with mortar blast, you have to rely almost entirely on grenades to get those tasty, toasty sunspots.
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All the melees and grenades need a buff imo. Seems a lot weaker than d1. Grenades and melee used to be useful and could save your ass. Now it’s like hitting someone with a pillow
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Agreed and all titan exotics are trash Besides skull fort and war rig
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Let’s give them something to talk about
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I support a 2 hit melee kill for all classes in pvp from dot or impact. Pve I have no idea
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Edited by DuBChiri2: 4/26/2018 11:38:53 PMFor those of you that don't understand...mortar blast is a melee that capitalizes on the burn, and the melee has always had 2 very specific problems that hasn't been fixed. Number one: The pve problem is that, since it's the weakest initial hit melee in the game, it's supposed to be made up by the burn...but it doesn't happen. The charged melee does less damage than basic melees and the tick damage is SO unbelievably bad that it's not funny. Imagin the normal melee does 580 damage for whatever reason, the charged melee will do 230 with 36 damage per tick, like it's that bad. The second problem is for pvp: Similar to the first, the main damage is supposed to be caused by the burn...I laugh at this sometimes... In destiny 1, if I remember correctly, the normal melees did 122 damage...well...when enemies were in their super...the charged melee did 121 damage, not too much, but a lot of supers had health regen...so...yeah... The same problem persists in destiny 2.
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All melees are garbage and need a buff.
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The Bottom Path for Dawnblade is also a pretty bad melee ability. I mean, it's only really special when enemies die and most of the time it's hardly useful. I forget it's even there half of the time. Why don't Sunbreakers and Dawnblades use their respective weapons to melee with also?? You'd think they would.
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Works well with Actuators. If they are huddled together teamshooting it blasts everyone for decent amount. Normally a kamikaze run, but makes it simple for my team to wipe up.
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Edited by Specialist Feature: 4/27/2018 8:57:26 PMThey should give shoulder charge a stun mechanic if it won’t one shot anymore imo Edit: somebody gave me an idea. Shoulder charge from behind could OHK hehe. Maybe balance it by adding a preventable animation. (Preventable meaning if he’s killed before the blow is struck, the ambushed is safe.)
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Edited by Disciple4Christ4: 4/27/2018 2:02:17 AMMortar blast BOOSTS DAMAGE ON THAT TARGET!! It overall does more damage than a melee. It is meant to soften your enemies, then clean them up Edit: Ignore that......
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It had the same bug in destiny 1.
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Yeah it needs a big buff.
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I know, right!? It has been a bug since D1, it was for some reason never fixed. Sometimes it does what it needs to do, but mostly it does only the ‘extra’ damage
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You’re almost REQUIRED to use Synthoceps/ ACD-O Feedback when running Mortar Blast, and the fences are the worse choice because you need to get melee kills BEFORE your melee is off cooldown!
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Hammer Strike aka Melting Point is the only way to Hammer!!! It makes quick work of any Bullet sponge boss!
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Skyfire?
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Have an upvote