Damage numbers for nerds who care:
[spoiler]So with the change to damage numbers, things are going to look smaller than before, don't worry about that.
These are the numbers I got against Kali when I rammed her:
1876 per aftershock x 4
51,577 impact damage
59,081 total damage possible.
A single air sentinel combo (light, heavy):
18,599 total damage.
18,599 x3 =55,797
So 3 sentinel wombo combos can do almost the exact same damage as thundercrash.
Chaos bomb, devour bomb, chaos reach:
CB: 109,881~85% stronger
DB: 99,753~68% stronger
CR: 91,442~54%
CRmags: 151,231~155% stronger[/spoiler]
Suggestion (i suggest reading the nerd numbers first, it will make more sense):
Increase thundercrash damage by 40% (51,577+40%=72,207)
Increase aftershock damage by 50% (1876+50%= 2814 per aftershock x4)
New total damage comes out to 83,463.
Inertia override change:
Still slide over ammo for a reload and 20% damage boost for 3 seconds.
When this perk is active, getting a kill extends the timer by 1 second (1 second cooldown, so basically you can extend how long it lasts but you aren't refreshing the buff, like with tarrabah) and grants 8% melee energy.
Impact conversion nerf/buff:
Super energy per target hit grants diminishing returns (3% for first target, 2.5% for the second, 2% for the third, 1.5% for the 4th and 1% for every extra target afterwards).
Getting a multi kill with ballistic slam (2 or more) activates inertia override.
Reasoning, if you care:
[spoiler]The damage buff is a given pretty much.
The results show just how weak it is but I have a 2 reasons as to why I don't want an increase much higher than that.
To put it simply...thundercrash will never be a true boss damage super, at least not really.
Much like fist of havoc in d1, it is limited by the fact that it can't be a ranged projectile so therefore it is LIKELY designed more for add clear.
So although it CAN still be used to ram fist first into the ass of a boss, you are likely going to get quaked or be displaced when dps typically calls more for weapons or range so it will excel more in activities where add clear is necessary.
But this will lead to another reason below.
The second reason is because of the super regen.
The super regen paired with skullfort and hands on makes the lack of super damage almost bearable but I want to balance it out a bit so that it's less rewarding with as many targets, but it still grants a burst in super energy regardless.
I'm not just forgetting the other skill trees that can maximize super regen, I'm just taking how fast thundercrash specifically can do it into consideration.
Bottom tree sentinel is the second fastest charging super in the game when in the right situation but it's a mobile super and not a burst one off super.
I don't want to absolutely cripple this perk because it's unique to thundercrash and it kinda helps cement the role that it's for, which is to use it more for things like ads, but at the same time I can understand just how stupid it would be letting a super like this do nova bomb+ damage AND regenerate the fastest in the game, even if it can't ever be used in the same way nova bomb can (Oh and chaos reach is still a thing, but it requires you to at least focus on your target to be used for all damage and that can be dangerous).
The other changes to inertia override are a big thing I've been trying to work out every single time I made this type of post.
I could never really settle on what to do but I had the gist of what I wanted, so it comes down to this.
Inertia override still does what it did before, only now it can be extended by getting kills and restores a bit of melee energy.
This increases it's ability to kill targets once buffed and gives the skill tree a way to regenerate it's melee, which was a big problem before.
It rewards you for aggressive gameplay and allows it to perform more smoothly and powerfully when used in that manner.
That's the whole goal, to make sure it kills adds really well, by playing aggressively and being rewarded for it, but you still have to take risks to maximize it's potential.
This was actually quite hard to work out in terms of balancing it so we don't get a bottom tree striker 2.0 except for pve, but this skill tree has been so bottom of the barrel that it deserves something to make it powerful.
I feel like they did a good job with bottom tree tether and now it's thundercrashes turn.[/spoiler]
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You titans have had enough buffs. one shot shoulder charge One eyed mask +TRACKING+VENGEANCE Bottom tree striker still reigns in pvp I am literally sick and tired of these crying titans. Ugh
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Nothing else is needed for thundercrash besides damage buff and if you buff the damage reduce the blast radius. It's still supposed to be a missile. Not a nuke
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Honestly, 2 of the 3 forsaken supers for Titans are awful and need reworks.
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Thundercrash should be one of the best supers in the game, end of story.
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I don't even need to read your post to agree with you. There's no reason why it should be so easy to shut down. It needs a serious armor buff. And i dont even use it because of the fact that it's aoe is so small and it's so easy to get killed out of it.
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I’d be fine if they buffed damage done on direct hits (make it the stronger than nova bomb), however to make this super balanced for pve it may need its melee ability kills make super energy be removed so the Monte Carlo, insurmountable skullfort combo doesn’t cause a new easy high damage super to be repeatedly used
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While at it also buff Arcstrider super. Getting sick of having the worst movement speed, attack speed and base duration out of all roaming melee supers. People can freely escape by running in a straight line. Ridiculous.
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Edited by Jamo_3000: 11/17/2019 9:16:28 AMYeah, do it Bungie! And while you’re at it bring back Twilight Garrison,, you’ve been served!!! Failure to implement these changes could lead to a public backlash similar to the backlash on the release of D2 (remember that nonsense) I’m starting to notice the “NERF” hammer being waved about by Bungie again, fück me, they Nerfed D1 into the fücking ground, it was awful with many leaving the game,, I’m sure Bungie said they wasn’t gonna start doing shit like that again, well here it is,, Nerf city here we come,, water this shit down please
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It should at the very least stun every enemy that survives the impact, including yellow bars so you don't get stomped to death.
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At least buff our health in the super animation to match the blade barrage or nova bomb that tracks in funny places health. I hate dying in the animation cause it takes so long lol.
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How about we buff both warlocks and thundercrash.
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God I wish.
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When I rammed her I got something different
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I just saw the,damage numbers you listed. Supers doing 85 percent more damage than Thundercrash. A super that claims to have meteoric damage and puts the user in harm's way. How are you ignoring this Bungie???
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Titans in pve don’t have a great super damage atm. Idk why. Personally I feel thundercrash should do more than nova but less than celestial obviously. You do throw your character in harms way. I don’t see why not All titan supers are poop for damage.
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Ive said this before in another post. I personally think the splash damage is fine. However, what needs to be buffed is the projectile damage (which is you). A Titan flying in the air as a projectile needs to deal massive damage if and only if you directly hit a target. If you miss and hit near the target then the splash damage itself I think is fine where its at.
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Yes, anything that Titans can use must be nerfed.
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A damage buff is definitely needed. So it can be fun AND useful! 🍻
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Suggestion. Increase blast radius. +50% damage. Every enemy killed explodes into arc energy and chains arc energy to nearby enemies. Recharges super energy based on number of enemies killed...without exotic.
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Here comes the "BUt iT'S a pVP suPeR" guys
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I’m sure that if they had plans to buff it, they would’ve done so in the past year. As always, bungie only ever responds to feedback which is relevant to whatever they’re already working on. It would be nice if Thundercrash got a buff.
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It's neutral game in pve with the right setup is pretty strong so I kinda see a problem if the super itself gets buffed. If you don't already know I'm mainly referencing the Skullfort Melee combo, you get your super pretty darn quick. If it were to be buffed I feel it would have to be a really minimal buff to the super damage just to avoid a total shit storm.
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I saw title and already yes YES [b]YES[/b]
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Ok but 1 thing. F*ck those diminishing return. Im sick of it.
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Um have you seen how shit nova warp is?
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I support a pve damage buff disagree with all the othe stuff. Super just doesnt do enough damage for what it is and needs a flat damage buff that can increase on debuffs or damage buffs.