The only thing I have a problem with coming from Warlock's are the BBQ nades (Firebolt, Viking funeral, touch of flame).
Reasoning:
Firebolt grenades do more than a grenade probably should.
•It causes initial 122 damage, the most amount of damage for grenades like it.
•It has a large blast radius, second to only the Lightning grenade.
•With the BBQ effect, it causes significant damage over time that will result in a kill if the victim is damaged at all.
•Because of the beforementioned effect, you can track the victim for the duration of the grenade.
•This effect not only burns them [i]and[/i] tracks them [b]but[/b] it stops their shield from regenerating; stopping them from reengaging in combat or even defend themselves of the warlock chooses to push.
•This grenade last for 14 total seconds. This is a long time in terms of PvP play, especially for a grenade that allows you to track it's victim, burns them, stops their shields from regenerating [u]and[/u] cause a significant amount of damage.
[i]If[/i] our goal is balance in the crucible, then it's clear that these grenades need to be taken down a notch.
[quote]Why are you just now complaining about these grenades? They've always been like that, why are they a problem now?[/quote]
Destiny's PvP has gone through numerous Meta changes; up until the last big PvP balance patch, there has always been a [i]"top"[/i] weapon or overpowered ability/super. These things often caused a big enough problem that the power of these nades were over shadowed by desire to balance these things.
[quote]No more nerfing weapons or abilities![/quote]
If you call yourself a PvP player and/or want what's the best for the game, this is probably the most [b]ignorant[/b] statement you can make.
The reasonable guardian realizes that buffs and nerfs are all part of balancing the crucible in order to make a fair and fun atmosphere. To [i]"never nerf"[/i] would be impossible in this endeavor unless you want CoD Time to Kill.
As for PvE players making this claim, I can only tell you to ask Bungie to separate the nerfs. The Crucible [i]needs[/i] this change and from a Utilitarian standpoint, balance in the crucible is much more important than keeping a grenade powerful if the nerfs cannot be separated.
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Dang titan flash grenade does more damage then firebolt.. just saying... enuff with nerfing.. when I start burning, I run, hide, and recover.. not attack and get 1 shot
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Edited by kendallhollo2012: 3/2/2016 10:48:44 PMFirebolts only do 88 damage on impact. 122 is way to high. The firebolt burn does the rest. It's essentially the same as getting hit by most grenades.
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As a pvepvp player who basically no life's this crap out of this game. I'd be fine if they can separate nerfs, it's infuriating not being able to blink fast enough and arc bolts not doing as much. Stability on hand cannons make it hard for me to hit unless I'm spraying with a last word. Fusion rifles still suck. Shotguns are still op cause the maps suck. All snipers need their scopes to be replaced with ambushes [spoiler]cause the maps suck[/spoiler] Did I mention the maps suck?
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Seriously though, I got almost max stability for a hand cannon and it still kicks like a bronco.
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Youre funny. Because a shoulder charge is 1 hit kill...same thing with a fusion grenade and a trap mine... so as a warlock I'll tell you I don't think I 1 hit kill anyone with any abilities but my super.
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I've been hit by a charge only for bungies bogus hit boxes screw the titan over and I left Scott free while the titan lays there with shotgun pellets in his mouth and the whole left side of his body, contemplating "why bungie...[i]why[/i]" -dies i.e ragequit-
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Pretty sure it's only 97 on hit not 122.
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You make some great and valid points