Long stuff I know people don't usually want to read, some opinion stuff, some information.
[Spoiler]I know that top tree sentinel deserved a buff and I appreciate the one it got, but I wish burning maul got some kind of mention, same with thundercrash.
Of the new supers, these are the ones I see the least no contest.
But I see some usage of thundercrash in crucible and until I see how much of an impact the super generation nerfs have, I won't be complaining too much, but burning maul is a different story.
Positives:
The power attack with roaring flames x3 has a lot of staggering power, allowing you to easily stunlock enemies with large health pools.
It has a large amount of power as well, with synthoceps and roaring flames x3, it does really good damage.
Lingering aoe attack via tornadoes means constantly spawning ads get obliterated.
It's duration and number of heavy attacks allows for superior tough ad clear.
Negatives:
Terrible light attack; multi hit, consumes a ton of energy, terrible tracking, slow moving, terrible in the air.
Damage is below average on the titans spectrum without roaring flames x3 and synthoceps, with x3 roaring flames, the damage is above the titans average but not by too much.
Power attack entirely limited to the ground, this allows targets in the air or on separate platforms the ability to avoid the projectile and slam with relative ease.
Slow, it's running speed is the same as other mobile supers, but it's power attack animation is rather slow on recovery and with no health regen it can be dangerous to use especially with a bunch of enemies firing at you, the damage resistance nerf doesn't help at all and the light attack being so slow also doesn't give it a good movement option.
There are other positives and negatives to list but those are less important to the overall effectiveness of the super.
The main issue I have with the super isn't the restrictions, but rather that it doesn't really make up for its faults all that well.
It's power is potentially the strongest mobile super in the game, but it also has the potential for the lowest mobile super damage among the titans side and some of the lowest in general.
I think this large difference creates far too many problems for the super and it really limits the general usage of the super.
With synthoceps it's insanely good, but that can be said for any titan super with synthoceps.
It's light attack also being as terrible as it is really cripples the potential this super has.
The multi hit part is honestly the worst because it means it's damage can vary with something like latency or movement.
I understand that the titan is spinning, but it's still terrible.[/spoiler]
How I would like them to fix it:
Transfer 10% of each roaring flames stack bonus damage to the base super but I would like if this decrease in damage did not change for the grenade and melee of the subclass (Apparently roaring flames grants a 20% damage boost per stack to all solar abilities in pve, I would like if it was still 60% for my grenade and melee, but 30% for my super. In PvP roaring flames is 10% per stack and it's already pretty worthless so I don't think anything needs to be changed there).
This way, the supers damage without stacks is much higher, but the general damage ceiling for the super does not change this leads into my next suggestion.
Increase burning mauls tornado damage by 30% in pve and in pvp.
With a 30% reduction in the damage the tornadoes granted by roaring flames, the damage potential of burning maul would actually go down (a 30% buff in crucible just makes the tick damage go from 18 per tick to 23 per tick which is still lower than pre buff siegebreakers sunspots).
By giving them a buff equal to the damage they used to get with roaring flames, the maximum potential damage should be the same (might be messing up my math) when stacked to x3, but the damage with stacks lower than 3 will equate to a higher potential damage (I would like someone to double check this for me, I'm not the most knowledgeable with how additive and multiplicative increases work).
The goal of this change is to allow burning maul to have a more balanced level of power with lower stacks, but not change the actual maximum potential damage as it is already incredibly high.
And finally, the light attack needs to be fixed.
Change it to a single hit per input like they did with crown splitter.
Crownsplitter and the menagerie clone used to have the light attack and power attack hit in 2 parts, or to more simply understand this it hit twice.
But it's change to make it all 1 hit instead of multiple did not increase the damage, it just made it WAY less annoying to use with latency and moving targets, so it's usability went up dramatically while not actually changing the damage.
If they just consider each input 1 hit instead of 3, then it would be much more usable for killing targets in both pve and in PvP, because enemies can be knocked out of its damage and survive when they actually shouldn't have.
Imagine if spectral blades light attack was a 2 part attack, one did 100 damage and the other did 120, you would have to pray that it connects both otherwise your opponent would live and with latency and jumpy targets...it would be terrible and I can assure you it is for burning maul.
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For future posts about the burning maul, please request a way to summon the baby hammer back like Thor. I think that securing a kill with the baby hammer should allow you to hold the melee button to summon it back.
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Still waiting for an exotic that makes the primary attack create a 360 degree shockwave
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Light attack should be the Iron Axe's
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Burning Maul isn’t in a bad state; the light attack just needs some luv. That said, it receiving its own Exotic to enhance its super would be a nice addition.
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Health on thrown maul hit, get it back for long range kills automatically. Easy.
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You make some valid points and i agree that eververse must be removed from this game but, Whether we wanted it or not, we've stepped into a war with the Cabal on Mars. So let's get to taking out their command, one by one. Valus Ta'aurc. From what I can gather, he commands the Siege Dancers from an Imperial Land Tank just outside of Rubicon. He's well protected, but with the right team, we can punch through those defenses, take this beast out, and break their grip on Freehold
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If I had a wish, I would wish for an iced strawberry drink from mcdonalds.
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I havent used it since it released. Does it still send people up in the air? I found that annoying.
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Let the light attacks don't make you lose momentum! Imagine spinning against a giant servitor with that attack. That would be great but realistically buff the light attacks damage and reduce the cost and fix the tracking. My lord is the tracking god awful. Buff pve damage overall for this super. Pvp it's fine. You flatten any roaming that's on the ground in one hit so for pvp the damage is fine. Cool buff would be if more tornadoes pop on top of eachother let the whirlwind increase in size and damage.
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I wish bottom tree striker got a nerf. But you do have a point with burning maul.
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All I know is that I had one curve around a wall and straight through a door at me and it scared the hell out of me. Still needs a buff though
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Edited by Rheso: 9/9/2019 5:08:14 PMThis super is useless. Titans doesn't have a unique projectile super. It were much better if you threw the maul instead of smashing 7 times on the ground.
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i love how easy it is to bait them. if it sucks, use something else.
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I heard that burning maul with x3 outdamages fire-forged with melting point on a solo basis and it was just team-damage that was missing out. Where'd you get your numbers?
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Sunbreaker in general needs a buff. I mean sunbreaker is gonna be useless come shadowkeep in pve and pvp.
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Burning maul did get a buff a few months back. I want a thundercrash buff!
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Its spinning attack seriously needs some forgiveness on super consumption.
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All solar damage triggers roaring flames, but it still only buffs solar ability damage.
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I wish that Nova Warp would have gotten a few touch ups too, but hey it’s Bungie we are talking about.
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How i think they should buff it . Every light attack hit buffs the damage of the power attack tornado done in the same super by 2%... caps at 100%. Ruduce the cost of the light attack to the same level as SHOULDER CHARGE in bottom FoH. And increase the damage to double its current DMG. That way you can kill adds and DPS a boss afterwards but you still have to work for it. And it stacks with roaring flames.
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I don't think it needs anything major but yeah a light attack buff would be awesome I mean X3 roaring flames and synthoceps? Dude that damage is insane, I seen on a YouTube video that he compared x3 roaring flames and synthoceps does just as much (if not then more) damage as golden gun with CN
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I forget to use it and will only use it on low-end content. It's not useful enough for the hardest content in the game. The spin move shouldn't expend so much super.
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I think another thing that would help this subclass is if the allowed wormgod to buff the light attack and possibly the heavy dmg. They should still reduce the amount of energy a light attack uses, but i believe this would substantially help the sub class
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I think Titans should be able to Throw that thing like Thor throws Mjolnir, with extremely aggressive Tracking just to make sure no1 gets away💪jk
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The swing is pointless idk what's worse the swing or Phoenix dive
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Honestly, ignoring damage, one thing that’s always pissed me off about Burning Maul is how ridiculously hungry the light attack is for your super energy. I’d love for a decent reduction to its cost considering the light attack is only decent for trash adds.