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10/12/2017 10:26:38 PM
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Bungie told everyone that they didn't want any gernade to one-hit-kill in pvp to avoid the gernade meta at the end of D1. So now the D2 gernades are more of a helpful tool to deal alot of damage during engagements.
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  • Right now we have arc bolt, pulse, lightning, thermite and storm grenades that 2 hit kill, suppressor grenades that can pull someone from super, and flashbangs which are under utilized but blind you for a full 3-5 seconds. so I'd agree that "grenades are supposed to be a helpful tool" except that some of them are way out of balance. saying "yeah but voidwalkers can charge their grenades" also isn't a valid argument as they are literally sacrificing their super to buff their neutral game. So in the end, that entire subclass tree should have the ability to throw out the strongest grenades. But instead when you charge the grenades they equal out with 3 or 4 other subclasses. Oh also, you still only get your grenade every 60-90 seconds.

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  • I whole hardheartedly agree, however the fact that most of my grenades placed right under a guardian don't even take out a shield is dumbfounding, and results in a lost gunfight.

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  • That I can definitely attest to. I use vortex for helping with damage but against a full health player it knocks their shields down to about a fifth left. The initial burst of the gernade should wipe shields away but it just lowers them instead. Pulse and the other stronger gernades are monsters in comparison. I'd like to see vortex have the power to knock shields out with its initial burst and have a small slowing effect for enemies within its aoe.

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