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originally posted in: Trip Mine Nerf Unwarranted
Edited by HailMonkeyman: 6/14/2016 7:41:43 PM
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Warlocks have one sticky grenade....soooo get over it? o: Voidwalker: Void Ball...thingy Scatter Axion Bolts Sunsinger: Solar...ball...thingy Firebolt Fusion <----STICKY GRENADE Stormcaller: Pulsing...ball....thing Storm Arcbolt Seriously, get used to it. You're at no disadvantage here. If anything, Titans have Fusion and Magnetic grenades. Just saiyan.
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  • Would you like another one? As a halo vet I love sticky nades. Now my favorite class is ruined. I hate warlock jump and Titan is boring to me now. So sure give warlocks another one. This change wasn't needed. Who the hell is going to fall for a trip mine trap with that big red pulse

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  • Edited by mja calg: 6/14/2016 7:56:20 PM
    You missed the fact that there is no Ability or Piece of Armour that allows 2 Sticky Grenades on Hunters. Titans and Warlocks have Both!

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  • Eh, I'll give you partial points on that one. Tarantella gives a reduced cooldown to all arc-based grenades, however, which helps in a Discipline build. Additionally, exotic armorsbuilds that focus on double doses of grenades are -not- that amazing in that it takes away from other more damaging builds. For instance, if I take "Gift of the Sun", then I'm losing out on "Touch of Flame" for that extra burn time. Or if I wear Starfire Protocol then I don't get the reduced CD from Heart of Praxic Fire, WHICH IS AMAZING, or Light Beyond Nemesis, though its a little more situational. Again, Titans have a bit more variability when it comes to this since they have 2 classes with stickies, so this speaks more to the Warlocks equaling out with the Hunters. Besides, Swarm Grenades > Trip Mines anyway. Hell, Skip Grenades>Swarm Grenades>Trip Mines.

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  • Also HOTPF is basically obsolete now because they buffed Sunsinger grenade regen in radiance based on a scale of discipline. So now as a Sunsinger you can run sun breakers at full discipline with TOF and VF pop radiance and still throw as many grenades as you could with HOTPF and still have two grenades with grenade buffs active passively.

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  • If a warlock takes gift of sun and runs two fusion grenades that's two GUARANTEED kills if you stick an enemy. Fusion grenades do 4x damage when stuck. Flux grenades do something like 1.1x It was only the trip mines that EVER had the ability to OHK an enemy.. With the distinct disadvantage that you could easily kill yourself by sticking an enemy because of the blast cone. Get over your opinion and face the facts. I have all three characters and this is very easy to see.

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  • The Armetarium on Titans allows 2 of ANY GRENADE TYPE, so Solar or Void Stickies. Warlocks have MULTIPLE PIECES OF ARMOUR that give 2 Grenades, and for Solar class they have an innate Ability to have 2 Grenades of ANY TYPE. So Hunters now only have 1 Sticky grenade (Arc) - regardless of what they wear or their abilities. Bungie dropped the ball here, because if they wanted Grenade / Class Diversity then change or add a Piece of Exotic armour like the Titan's Armetarium so we can play wahtever class we want with multiple grenades. Regardless of how you spin this, Hunters are getting the short end of the Stick on grenades 2 grenades are always better than 1!

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