Add damage fall off at range to Hammers
Reasoning:
Titans are designed to be in the meat of the battle. Rush in, clear the area for the team to advance. Their class exclusives are Auto Rifle and Shotgun. Striker, Defender both fit this idea. HoS could fit too if there was a damage fall off at long range.
Warlocks are all around versatility. Hang back a little and kill from a distance. Their class exclusives are Scout Rifle and Fusion Rifle. Void Walker and Storm Caller fit this idea...Sunsinger even has a perk for multiple grenades.
Hunter are meant to be stalkers; battling from a distance and picking off stragglers. Their class exclusives are Hand Cannon and Sniper. Blade Dancer, Gunslinger, Nightstalker support this role to keep opponents at a distance and/or to put distance between you and incoming enemies.
Each class is made for different tactics and each subclass supports those intended roles. Even the melee attacks are representative for what distances the classes are built. That in mind, HoS hammers need a damage reduction over distance to properly fit their role.
I am guilty of tossing my last hammer across the map in a Hail Mary and more than once I've hit someone that I never saw.
Bonus:
Another way to ensure classes are being used as intended is to make each style of weapon better or worse depending on the class using it.
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Titans guard the city walls. Guard.
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Tl;dr, I disagreed with your fundamental idea. The Titan needs a distance super, everyone had at least one in year 1 and the titan had a big 'ol goose egg. It should be adjusted, but I disagree with your proposed fix. Here's my suggestion: I mentioned in another post that hammers should be reduced to 3 to 4 or other subclass supers should receive a buff (radiance further reduces cool down timers, gunslinger gets armor buff, and the arc ground charges for titan and hunter). Titans should give you the walking tank vibe and tanks don't need to be right next to you to blow your face off.
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Your idea is bad and you should feel bad. Why is everyone so focused on making sunbreaker worse instead of making year 1 subclasses better?
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Swap Forgemaster and Simmering Flames in the perk tree. Make them choose between healing, or more hammers.
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How bout just deal with the hammers?? I mean.. Really? Is it that big a deal??
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I think the sunbreaker class makes damn fine artillery. I also think that if they are nerfed, the cycle will begin again with blade dancer or nightstalker. Why not adapt your own style instead of changing an entire subclass?
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Yas the damage fall off as well as numerous other well needed nerfs
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cute idea a couple of problems most bosses have a ohko if you get to close to them so your just going to murder all the titans. hand cannons are kinda hit and miss alot of auto rifles are just plain bad (yes i know there are good ones but there are far more bad).i want to see you try to justify bring a shotgun to the kings fall raid, go ahead i dare ya try it. i dont want to get into the talk about sub classes they each kinda do the same thing in diffrent ways each class has a sub class for add control each has one for dps defender titans if you wondering ( weapons of light buff)