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#feedback

10/3/2016 4:59:11 AM
109

Trip Mines need to be brought back

While still usable, there are times when a trip mine detonates and nothing happens. Being able to stick a trip mine to another player wasn't broken, it was viable in the kit for Hunters. As well even before almost anything could fully face tank a Trip Mine and keep going- but Bungie said that it was broken that nothing could live through Trip Mines... so damage was reduced so you have a chance to live... so now everything can walk through Trip Mines if they have max armor no matter what class they are. So why is it something easily avoided that you could face tank from the start and still live is 'to strong' for Bungie, but Titan Lightning Grenades are fine? Bungie... why do you hate Hunters?

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  • They need to stop nerfing and removing things from classes

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  • I just hate the fact that it effects pve. It was super good to kill the shield cabal. They should make it stick to A.I.s and I would be fine.

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  • Edited by Derp Herpula: 10/6/2016 4:32:37 PM
    Use incendiary grenades. Not only can they one shot if you throw it close enogh to someone, but it can also cause lingering damage.

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    • Are you stupid? I get one shot by tripmines all the time. I'm a Titan with max armor. Quit using gunslinger in PvP anyway. Go dance with your knives.

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      • If you think about it Since tripmines explosion is in a cone outwards where its flashing is. Wouldnt it do minimal damage if it were to stick on someone?

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        • If people are dumb enough to walk into a bright red light then they deserve instant death. Bungie caters to mongoloids and as such have made the most idiot proof watered down version of Destiny thus far.

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        • As someone who has played a hunter main for the better part of two years now, I cannot even begin to fathom why Bungie made the changes that they did to the GS class. Call me bitter if you want, but when Titans were rebalanced, they got all sorts of fun little new goodies to play with, as did Warlocks, things that made each of the classes more viable. What did Hunters get? Some balance in PvE so they actually had more than one useful subclass (long time in coming) and a total bitch slap in PvP. I won't go into the Nightstalker and the Bladedancer at all, but Gunslinger clearly needs to be discussed. Let's start with the grenades. Warlocks and Titans both have a sticky by the name of Fusion Grenade, arguably one of the most OP grenades in crucible right now because of it's ability to one shot and it's absolutely absurd tracking. Hunters have... Well some would say Swarm grenade. Swarm grenade however is not even a fair comparison as it's a VERY noticeable grenade and it doesn't even approach a OHKO. It's more of a grenade that's good for softening a target, perhaps getting them to back off (also it can be outrun if someone is fast enough). It has not been and will never be a grenade that will be a 'throw at person, turn attention elsewhere as they're going to be dead now grenade.' Hunters used to be able to use tripmines as their 'pseudo' sticky, but even then, things like a max armor Ramlock and Striker titan could still even tank being unicorned and unless the majority of people are running a different crucible than I am, those two appear in abundance. Heck, if you had enough agility, you could even run through one stuck to a wall and leave the explosion behind you enough to live through a lessened damage radius, to say nothing of being able to shoot it off a wall our out of the air if lady luck fancied you. So why did they need to be changed in the first place? Well apparently according to Bungie because too many people were using them, not because they were overpowered at all. This raises an interesting question of why the other grenades were not buffed to be better, rather than what most considered to be the only really quality Gunslinger grenade got nerfed. It also raises the interesting question of why Solar Hunters are now the only Solar based class without a legit sticky, never even minding a OHKO sticky no matter your armor with insane tracking. The only people I ever saw who were getting mad about tripmines were people without the awareness to see them and shoot them in the first place. At least Tripmines gave you a chance to live if you shot them or ran max armor, a fusion grenade is just GG. Even in their old state they were anything but OP and now what with the way that people sometimes just run right past them without taking a lick of damage (something I can only assume is a glitch that isn't a high priority to get fixed), they're downright unusable. In a game where TTKs are sub one second in higher ELO brackets, you need your grenades to be reliable and when you can't even count on them to weaken a target, let alone kill them, you're forced to look elsewhere. If Bungie wants to take our tripmine's versatility and killing power, fine, take one of our grenades and give us Fusions instead, I'm sure that's a change that no self respecting Hunter would complain about, PvE or PvP. Except that would likely bring up the catch 22 of Fusions being put on the chopping block because of their already insane tracking, but also because they would suddenly become the go to grenade in our kit, seeing as neither of our other grenades have the sheer stopping power that a Fusion does. We don't want to be OP Bungie, we just want to have a reliable killing tool and right now, the Gunslinger really doesn't feel like any grenade is reliable enough to trust your life to. That said, I don't even have an opinion on why throwing knives got nerfed. In a crucible where shoulder charge was rampant and often a OHKO, where warlock tickle fingers hit you from half a room away with tracking on par with fusion grenades, who was ever complaining that they got killed by a throwing knife? Yes, throwing knives had some tracking to them, but think to yourself about the last time that you actually raged because a hunter headshot you with a knife (something that took a fair bit of skill to do in the first place) and unless you were running super low armor, it was never a OHKO. Just speaking as someone who's been headshot before by a throwing knife, I didn't really ever say anything other than 'dammit' about 99% of the time. It was never the sort of thing that happened more than a time or two a game if it happened at all, so what was the reason to nerf their damage in the first place? I don't think that Bungie ever gave a definitive answer on that other than it just felt like someone's hunter main pissed in a dev's cornflakes.

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          • Just the sticking not the damage. Too many hunters literally relying on the overpowered damage of the tripmine

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            • They didnt changed the hit detection or radius of trip mine so you can not argue that point. Still does over 180+ damage. And it's called a "trip" mine not a stick mine.

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              • Edited by Hiatus: 10/5/2016 5:15:31 PM
                I stopped maining Gunslinger because of trip mine being gimped and the distance check on throwing knife being faulty. Honestly should just scrap the subclass but keep the super, Bungie has no idea what to do with it.

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              • Edited by Reshsafari: 10/5/2016 4:45:58 PM
                You know what I don't like? When I throw a trip and it hits a friendly and detonates. Fcuk you bungie. Oh and lightning grenade has much bigger cone for damaging. Like ridiculously huge.

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              • I honestly believe that all they need to do is fix the crappy hit resgistration and remove the bloody flashing light cause what kind of trap advertises it's self. Everything else is fine in my opinion, it dosent have to ohko. I have plenty of other ways to kill you if the mine dosent

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              • The solution to this problem is not to bring back hunter Tripmines to their old state. This is the solution: So whenever you throw a Tripmine, it will have a short arm time (around 1 sec) so that way people have to use them as traps and not just as grenades for immediate damage. Also, they should also tone down the effects if the red lights to make them harder to spot and to make them more trap-like. Now here's where the big change comes in. So in order to actually active the Tripmine, you have to be very close to the center of it. HOWEVER, to finally compensate for these changes, the Tripmine will then detonate IMMEDIATELY, so that you can't walk run through it unharmed. And also, I'm not sure if making them OHKO grenades would be to great. I was thinking that they around 150 damage to make for easy clean-ups for the gunslinger when used correctly. And I know not everybody might like this idea, but I think it will put Tripmines in a better spot overall.

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                • Bungie does not hate hunters. Have you seen sunsingers and sunbreakers?

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                  • Are you stupid bruv, trip mine is a trap not a -blam!-ing sticky grenade, if your pissed about people setting off a trip mine and backing away so they aren't damaged its called a tactic. So just place them better so people dont see them until they explode. Seriously stop whining about a much needed nerf. And if you do need to whine about something how about the 10mile radius of a warlocks melee or the 1 Hit Scorch melee. Christ sake.

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                    • I don't need the ability to stick being brought back, but at least reverse the 3% damage nerf

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                    • Their nerfing made absolutely no sense.

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                    • The damage radius of tripmines needs to be increased. I've had people walk up to it to trigger the tripmine and the step back so that it doesn't damage/kill them.

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                      • Bump. Stickiness and damage should be reinstated.

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                      • I would much rather that they do what they actually said they were going to do, i.e. emphasize their role as a trap. What kind of trap has such a slow arming speed that people can just sprint through it and avoid it entirely? And what sort of trap has a massive flashing beacon that lets everyone within 10 miles know exactly where it is? Trap my ass. If the changes made in the balance patch aren't going to be reverted, then the arming time needs to be significantly faster, and the beacon needs to be removed.

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                        • As I remember back when I played in year 2, Tripmines were slightly OP compared to the other grenadier options. You could get multi kills when they stuck to the target, unlike the other grenades which could potentially kill one player and damage another but not enough to kill them at full health. I haven't played for a good few months now so my opinion will no doubt be invalid to some of you folk. Just my $0.02.

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                        • Yeah i miss getting that stick to the body... and when it used to 1hko

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                        • At least buff damage

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                        • yup. Trip mines the hardest grenades to actually stick people with gets nerfed. But warlocks running around throwing fusion grenades 10 feet away from you that magically attach to you. I main warlock and i still feel the hunters pain. The trip mine doesn't even kill if you walk past it anymore... come on

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                        • I love how trip mines required you to actually accurately hit a player for it to stick(when possible) while other sticky grenades literally magnetize to your target and 1 hit kill. LOGIC.

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                        • AMEN

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