2. There are counters to Hammer of Sol
Otherwise known as the “just run away” argument. This is an argument that advocates Hammer of Sol as something you can detect from a mile away, and that there certain things that can be done to avoid being a victim of the super. These include of course running away, Fist of Havoc, Nova Bomb, Shadowshot, etc.
Let me state simply: The existence of countermeasures does not change the fact that anything is imbalanced.
This is especially true of HoS, whose list of countermeasures start thinning out right after the above mentioned feats. Not only that, but HoS is a super that has a wide margin of error. You could throw 2-3 hammers, miss, and it still could be a salvageable super activation. All the other supers in the game have a plethora of counters and design drawbacks that limit their lethality. Golden Gun has no damage reduction, and as such is susceptible to team shots, impact sniper headshots, and shotgun one-shots. Arc Blade needs to get relatively close to opponents, can still be headshot with a medhigh-impact sniper, and can be shotgun-melee’d. Shadowshot, while incredibly versatile, requires a high skill curve to use to its maximum potential. Nova Bomb and Fist of Havoc are one shot supers that require you to get it right the first time, or else your super is wasted. Fireborn is situational, and is vulnerable to all the counters to Arc Blade. Radiant Skin, while tough, lacks the mobility, range, and life-steal of HoS. Ward of Dawn is counterable not just by supers, but even an exotic sword.
https://www.reddit.com/r/CruciblePl...a/the_sunbreaker_problem_a_discussion_on_the/