Remember when everyone complained that arcblade was OP? (I'm talking to you sunbreakers)
Anyone? Remember after the vanilla launch when bladedancer had formidable armour and everyone complained it was too easy to get kills so bungie gave the super an armour nerf (50% down to 25% if I recall correctly).
Now lets compare that old arcblade to hammer of sol:
Arcblade -
50% damage reduction
Can 1hk non-super guardians at close range
High agility (especially with blink)
Health regen with hungering blade
Hammer of sol -
55% damage reduction (I think? I know it's more than 50%)
Can 1hk any guardian [b]at medium to close range[/b] with the exception of FoH or another hammer (And radiant skin sunsingers)
Medium agility (dat increased control though)
Health regen with cauterise
So looking at the comparison we have a clear winner. Considering arcblade, despite being less powerful than hammer of sol currently is, was given a nerf, is it unreasonable to give hammer of sol a nerf?
[spoiler]I'm not asking for anything big, I think all it needs is an armour nerf to bring it in line with other mobile supers (In line = the same as, not unreasonable) and maybe a slightly smaller proxy detonate radius so there is more to the super than spamming RT in someone's general direction.[/spoiler]
Disclaimers:
No, hammer of sol is not difficult to aim (I have a sunbreaker, I know)
Jumping is not effective, the proxy range on hammers rivals grenades and horseshoes
"Use [b]X[/b], works every time." Does it work against other supers? If the answer is yes then your point is moot
Yes I main a hunter, that does not make my opinion "less valid"
"Titans deserve their time" is not a reason
Yes, arcblade did get a nerf back with the exotics update before Dark Below released. I'm not 100% sure on the statistics but it definitely happened.
I'm not complaining about sunbreakers killing me, not being able to kill them or any of that nonsense. I can deal with sunbreakers, that's not the issue. My issue is with the people who spontaneously combust whenever you suggest the idea of a hammer of sol nerf, I am explaining why it is reasonable.
"The Sunbreakers meager grenade and melee options balance out the Sunbreaker's fantastic super." - [spoiler]Are you kidding me? Sunbreakers have awesome abilities. Incendiary nades are brutal with a skilled throw (Fusion nades aren't bade either) and sunstrike is one of the heaviest hitting melees out of all the classes (Seriously, the DoT will bring you down to a sliver of health from one punch). Combine that with increased control for insane horizontal mobility and you've got a wrecking machine, super or not.
[/spoiler]
Reading through and I just knew that someone would throw up that fake ass "Muh Blade Dancer got nerfed" Bullshit.
I have read through every single patch note and there is not a single mention of any nerf to Blade Dancer or any exotics that relate to it. The only thing I can find is people seeming to think there was a "Phantom nerf" that has been disproved several times.
The only thing that got nerfed was arcbolt grenade and that was when it was about to be on 2 classes any ways so no that is not a Blade Dancer specific nerf.
Ignoring all that let's observe some hypocrisies here :
"Use X. it works every time"
Yeah remember when Blade Dancers would constantly be like "Oh well you can shotgun and melee them, it works every time, you're just a noob if you can't do it". Unless it can work 100% of the time for everyone don't suggest it....EVER.
"Jumping isn't effective"
Yet another hypocritical thing by the blade dancers. This and just run were some of their favorite slogans back in the day. Hey did we forget that Blade Dancers had that ability where the lunge followed any warlock or titan into the sky even at their highest jump? But hey I guess you can forget something when trying to make an argument with the "Poor Me's" poured all over it.
Now For your arguments:
"Hammer of sol gets a 55% damage reduction"
This is true, but only if they have maximum armor stat they can have. Tested this in crucible myself, without max armor they still get one shot by other supers (golden gun and arc blade included) and High Impact snipers. If you want something nerfed then just nerf their armor stat so it aligns with other max armor builds. I will give you this one, that it needs to be pulled back some, but not the increase in armor, just the armor stat [b](I repeat this is probably the one thing that does need to be toned down a bit so it's on par with the other titan classes) [/b]
"Can 1hk any Guardian (with except to FoH or Other Hammer)"
Again, Wrong. In Mayhem went against plenty of people using Blade Dancer and it took two hammers to kill them, same with sunsingers with self-res. Unless there is some new armor that gives them additional armor I don't know about (sunsingers weren't wearing the ram and blade dancers don't have one at all) then I don't get what was so different from the ones your faught. Also, did we forget Blessing/armor of light Titans? The only instance they can 1 shot any of the above mentioned is with flame charge which consumes 1/3rd of their super bar for 3x damage.
"Increased agility/Tighter control"
I am not one to believe that Titans are the tank class and should control like a tank. Without either of these they kinda control exactly like that in third person. Even with maxed out agility and a +2 agility weapon it just feels like they drag their feet.
"Health Regen with Cauterize"
Same with Hungering Blade really. Blade Dancer wouldn't be nearly as menacing if they didn't have health regeneration and insane armor. I tried running encore instead in PVP with mask of the third man and usually get one or two kills before getting mowed down.
"Melee and Grenades"
Yes, incendiary is a great grenade when thrown the right way and Solar is wonderful for dealing a lot of damage. Thermite could arguably be a good walling grenade if you know how to use it well. Why are people saying these aren't Stellar grenades? Because of the Bolt-type grenades, you don't need much set up with these types, you throw them they effect several enemies in an area, there is little skill with these types of grenades. Same as with the melee, yes it does leave at a sliver of health....but you have to be almost in Halo Melee range to get it off, Warlock have double this (even more with the extended range on stormcaller's melee) and hunters have pretty much a ranged melee on every subclass (except blink strike which is about 3x range, but again hungering blade allows for heals on kill so if they win a melee fight they walk free). When comparing any of these to other grenades and melees they fall short. People seem to be under the delusion that every titan subclass gets shoulder charge for free and their melee gets that extra range.
Now with all this being said, one thing they have yet to fix is the Golden Gun not have ANY armor whatsoever, which is also something they should fix in the process. When I played as my hunter in PVP before TTK released I discovered that the only smart move was to activate your super from safety and fire away then otherwise you would lose everything.
Again, I am not against the idea of the armor being brought back a bit to align with the other titan classes as well.
Also, some insight here, it wasn't just titans complaining about blade dancer, it was warlocks as well. In the future, try not to be hypocritical and place blame on one class just because you are getting your rear handed to you by them.
PS: I am one of the few people that enjoys all the classes and I never complained about blade dancer back in the day because (unlike most here) I realize there is little to no balance in PVP among the classes and adding 3 more sub-classes increases that imbalance.