(Let me highlight that [u][b]this is not a nerf post![/b][/u])
Can we talk about damage comparisons between Arcblade and Hammer of Sol?
Hammer of Sol with kill any roaming super with [u]one direct hit[/u], from all but the furthest of ranges.
Arcblade will only kill a roaming super with [u]2 direct hits[/u] from very close range.
Because of this, if a Hammer of Sol and an Arcblade go head to head, the Hammer of Sol will [i]always win[/i] (excluding exceptional circumstances). The Arcblade will be dead before it can close the gap to actually attempt to kill the Hammer of Sol, as they basically throw minor, mini Nova Bombs at opponents. Even if the Arcblade does close the gap and gets to within damaging distance, the Hammer of Sol can simply throw a hammer at its feet and kill the Arcblade in one shot before it can land that second killing swipe.
I'm not claiming Hammer of Sol to be overpowered or that Arcblade is underpowered, because that's simply not true. I'm just saying the [i]equity of the damage [/i]of the two supers is off, and deeply in Hammer of Sol's favour.
If I had to think of a solution I'd suggest making the damage equal for HoS and Arcblade, increase Arcblade's damage to equal HoS's damage. It would make for a fairer fight between supers and improve the experience in general, at least from my perspective. But I'm not an expert in balancing so I can't really definitively give a fix.
It's just an observation I've made over my time playing this amazing game.
What do you think? Let me know in the comments!
Nova Bomb and Fist of Havoc should so the most damage because they're single use abilities. Golden Gun should be next because it only has 3 shots. Shadowshot should do almost as much as Golden Gun, but a bit less since it has the suppressor effect. Hammer of Sol and Arc Blade should be equal. They should do less than Shadow Shot because they can be spammed, but still be one-hit because they're supers. Stormtrance should do less than Arc Blade because of it's duration and the fact that it is supposed to do ticks of damage, not insta-kill. Ward of Dawn should repel all enemies within its radius upon activation. If they hit a wall and die, give the kill to the Defender who popped the super.
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