[spoiler]I'd like to preface this by saying that most of the changes were either good or acceptable. So long as there is sound reason in a change, I'll accept it. This wasn't sound nor did it adhere to reason, so I'm bitching. You've been warned.[/spoiler]
[quote]The original intent with this grenade was to be used as a trap, not a sticky, so we moved it back in that direction.[/quote]
If you wanted it to be a trap, you should have [i]buffed [/i]the damage, not nerfed it. What good is a trap that will leave the victim wounded but free to regenerate their shields and health as though nothing has happened? As it stands, Tripmine has no purpose. It has no role in the game. It's very much a middle-ground tool in a game where maximization is essential.
Here's what you should have done:
-Tripmine has a 1 (or 2?) second arming period in the Crucible. Damage increased to compensate.
-Tripmine no longer attaches to enemies; instead arms on impact then bounces.
See how easy that was? It removes nearly all mid-fight potential and solidifies its role as a powerful trap for those who stumble into it. Even if it saw no play from that point forward, I could look at it and say "the Tripmine is meant to be used as a trap". A 3% reduction to damage may not seem like much, but at 194 damage it struggled to kill against anything but low-armor enemies anyway. Hunters are the only class you can expect to reliably die to a Tripmine now. Don't you see the problem? Its a trap that requires you to watch it and finish off its victims. What kind of explosive trap [i]requires [/i], not "is helped by", [b]requires [/b]supervision?
What logic drove you to nerf the damage anyway? I understand the logic behind removing the sticking potential - I don't feel strongly about it, but it makes sense to me. The nerf to damage follows no logic and seems to just be a nerf for the sake of driving the point into our heads that we shouldn't use Tripmine as much as we were.
I'm pretty irritated by this change. I liked Tripmine because it rewarded precise placement. Now all it'll do is grant me +1 to disappointment each time it [i]doesn't [/i]kill something. Throwing Knife doing less damage? Eh, whatever, it didn't one-shot anyway so I won't feel the difference. This? Nah. Not a fan. [u]I don't even care about the sticking[/u]. Reducing the damage when it teetered on the brink of being a one-shot or not? That's really, really stupid. No offense... no, actually all the offense. It was a poorly thought-out change.
The worst part is? Tripmine's still not bad. It's actually... "OK". A shot or two before or after detonation is plenty... but by Bungie's own decree that's now how Tripmine is meant to work. It isn't a grenade you're meant to toss around mid-fight. It's a trap, and it should behave like one. There should be no glowing beacon saying "I'm over here!", no survivors in the extremely thin blast radius, none of it! Traps don't say "HEY! DON'T IGNORE ME!", especially not traps that are literally conical explosives! I wouldn't put a firework machine next to a bear trap, would [i]you[/i]?
Instead of giving Tripmine a defined purpose you've clumsily attempted to undermine it while keeping most of its functions, but it now does everything at an equally underwhelming level.
[spoiler]Keep in mind that I'm not upset that one of my tools got nerfed. I'm mad because the nerf doesn't make any sense. There's a difference between the salt piles.[/spoiler]
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3 Antwortenwow for someone with a 2.50 kd you sure conplain alot
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18 AntwortenBearbeitet von tajBADKJ: 6/19/2016 2:25:36 AMWell I take it you have never been in the Military so you do not know what a mine is and what it is actually supposed to do. Mines main job is not to kill,it's to maim and wound / disable.The screams of maimed and wounded are physiological warfare which does much more damage to the enemy then actually killing them out-right.
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It was nerfed deal with it and stop complaining.
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None of the nerfs made sense, burning knife perk is annoying, so nerf the knife not the perk....
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4 AntwortenPut them in areas that an enemy is basically blocked to run out of the designed explosion area. It's working for me. Just look for really tight bottle neck spots and you'll be alright with them. I agree with everything you're saying btw, I'm just giving you this tip because I haven't had issues with mine and this is pretty much how I've always used them.
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This is the most articulate argument I've read on these forums. I agree with everything you wrote 100%.
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[spoiler]IT'S A TRAP[/spoiler]
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"Tripmine is ok" Still takes out 98% of my health every time.
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Now [i]this[/i] is constructive criticism! A valid concern, a reasonable solution and all presented rationally. Can I possibly get you to present a fix for the warlocks Nova Bomb? At this point it's like having a single sun hammer shot... that usually results in a suicide, lol!
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Now [i]this[/i] is constructive criticism! A valid concern, a reasonable solution and all presented rationally. Can I possibly get you to present a fix for the warlocks Nova Bomb? At this point it's like having a single sun hammer shot... that usually results in a suicide, lol!
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Nearly all hunter grenades suck now
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5 AntwortenBeen in these forums heard no complaints about being sticked by tripmine by other guardians yet bungie once again have gone and nerfed something I mean they took ages to say or do anything about firebolt I'm all about balancing but this was -blam!-ing uncalled for, excuse my French
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2 AntwortenI'll admit that I pretty much only read the title, but going off that I can say that Trip mines are supposed to be used as a way to deny enemies areas of the map or alert the player when their mine has been tripped. My guess, at least
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4 AntwortenTripmine's role, you ask?
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10 AntwortenThis is why no one likes huntards. First and foremost trip mines are choke point grenades. Second [b]NO choke point grenade ohks, not one, some don't even kill.[/b] Thermite grenade doesn't even kill you if all four bursts hit. Pulse takes all four to kill. Spike grenade probably doesn't even kill either even if you stay in it for the full duration of the grenade. Lightning grenades 2 burst, but their twice as obvious has trip mines, and you yourself admitted that with how obvious trip mines are it's hard to see anyone walking into them. I've presented this argument 4 separate times to hunters but hurt about trip mines and none of them have even replied, let alone with a logical counter argument.
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Bearbeitet von Spartan Silv: 6/19/2016 7:49:52 PMThis is my opinion and I don't know if this has been mentioned before. [spoiler]I think Bungie changed how Tripmines worked, because Hunters were complaining how the grenade wasn't a one hit kill like other sticky grenades.[/spoiler]
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Bungies incompetence is no longer surprising.
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1 AntwortenI agree completely. They've completely gutted the only class I actually enjoyed playing with in crucible. I played about two games after the update and have barely logged in since. Maybe I should thank Bungie for destroying my fun and finally driving me away.
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They could've started by getting rid of the bonus damage on stick. It wouldn't be the first Hunter sticky that didn't kill its target...
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1 AntwortenHow about the longer its armed the more damage it does and increase its blast radius
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Strong logic, I hate trip mines because of the blast radius but the arming time and instakill from a direct hit would be a excellent change
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11 AntwortenThat's why there called Tripmine's not killmine's
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1 AntwortenDon't forget that the "trap grenade" lasts for 10 seconds without an exotic
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Bearbeitet von SnakePayne86: 6/19/2016 6:34:41 PMHow about I define PvP? PvP is Not significant to the outcome of the actual game.
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It's because of me it was nerfed :( I lived for that conehead stick haha, unfortunately bungie has too much pride to step back and say they made a mistake. I'm not sure why they would make them unstick to guardians, it doesn't even have aim assist. So now a hunter is nothing (gunslinger mostly), a grenade that can't kill, an even weaker throwing knife, and golden gun which is useless in pve. Yayyyyyyyy