Please explain this to me?
Edit: Furthermore, why did they do bonus damage when you stuck them to people? (Thanks for pointing that out below).
And for the record: my biggest complaint about the tripmine change is the damage nerf not the 'unstickieness'.
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Bearbeitet von CitrusTheNile: 6/17/2016 12:07:11 PM
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Hahah I hate trip mines sooooo much but this is super funny. With how much I hated them they should not need to be needed.
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Well they didn't say it was an unintended consequence. Just a change to how it worked before....
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2 AntwortenI think it's more the fact that it is the only grenade that the hunter can have 2 of and hunters had gotten to the skill level where they could use it as a sticky with no tracking like all the others
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Bearbeitet von Vulcan_Blitz: 6/17/2016 7:11:29 AMThrow at a guardian and the bottom of the trip mine stick to the armour. The detonating sensor pointing outward, so it should actually stay there, armed in ready mode only to activate when another opposing guardian ran in front of the person with the red flashing horn. Update is live. Changed been made, just deal with it. We all had our fun. Now the ride is over, move on... Adapt and use something else. Now is it working as intended! Edit: why they reduce the damage of it, I really don't know and can't find an answer to that. Seems unnecessary.
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i still haven't played a single pvp match with my hunter since this happened. doubt i ever will again unless things change
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Y1 thing only True moments of triumph
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Bearbeitet von Max_power_3k: 6/17/2016 4:14:07 AMCompletely agree. The stickiness was fun but when I heard about it I thought "oh well, I still know how to position them". And anyone who's used them long enough on these maps knew where the enemy would most likely run into them. Now 90% of the time they leave a slither of health no matter how close you stick it to your opponent. No point in using Ahamkaras spine anymore. Video of the good 'ol days.. Last month
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12 AntwortenThe damage Nerf was Bungie ensuring that Hunters would no longer have any advantage over any noob. They say the damage Nerf is small, but it is in fact detrimental. What Bungie didn't take into consideration is that the distance away from tripmines affect the damage. So now if you can't stick it to people, and have to rely on someone setting it off themselves by walking past it, you have these three options: 1. The person has to be directly over the tripmine and stay there to be killed 2. The person should already have been damaged in order for an "instant kill" 3. After they are hit, they are needed to be followed up with you attempting to finish them off. The thing is, with the big blaring red beam and loud noise, tripmines are really easy to spot and avoid. You can either: A. Shoot it. B. Jump over it. C. Go around it. D. Sprint Past it. All four of these choices leave you unscathed, or possibly slightly damaged. With the damage Nerf, it barely does anything from it. Say you throw a tripmine on a wall behind someone and they set it off; depending on their distance from it, they will survive. The only way it can instantly kill is if they are practically leaning on it. I've had as low as 30 damage taken from the tripmine. All in all, Bungie just hates hunters and I feel they were incomplete, and they forced the class to be finished before launch. They didn't spend much effort making the class as they did with the Warlock and Titan. Plus, the knife Nerf was unnecessary. In all my time of playing PvP since literal day 1, I have NEVER 1-shorted someone with a throwing knife to the head. The burn doesn't even last more than two seconds, and almost never finishes off an opponent. The enemy usually has to have just a slither of health left to die off. That's completely fair and not OP at all. All of the Gunslinger nerfs were unnecessary
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What becomes even more frustrating is that now with 188 damage there is no chance of killing anyone with a single trip mine I might have shrugged this off if they made the detonation instant instead of making it possible to jog through them. Shorten that time and I might consider this to be a fair adjustment
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Trip mines were stupid weak before the nerf imo. 8 times out of 10 they would detonate and not even hurt the enemy or they would just be left with 0.00001 health.
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I can understand the trip mines not being able to stick to people but not being able to one shot anymore? THAT'S THE WHOLE POINT OF A TRIPMINE!
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Sometimes they just need to have a cover story after I do a great job "balancing" something. [spoiler]fusion rifles were never intended to kill things in less than 10 shots; I'm still working on those.[/spoiler]
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The damage nerf is very strange I'll say that.
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10 AntwortenBearbeitet von noahc211: 6/15/2016 10:18:36 PMI main a Titan, and even I am pissed that they nerf'd the tripmine grenade. There was nothing wrong with it. I enjoyed using it on my hunter. All this...while Warlocks run rampant, completely unchecked.
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The damage reduction is what hurts. It was 194 now its 188 .. The 194 dmg could take out a low armor guardian but if you are on max armor you could survive. Now the 188 just doesn't cut it.
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5 AntwortenThey ruined the gunslinger for me. Back to warlocks and titans
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1 Antwortendon't understand the damage nerf either tbh
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3 AntwortenI agree that the sticking was opaf but nerfing the damage? And same with throwing knives. If you take a knife to the face you should be dead. And if the knife is ON FIRE
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1 AntwortenEither: All classes should have a subclass that has a grenade that is a one hit kill Or: No classes should have a grenade that is a one hit kill I like sticking grenades on people. I always giggle.
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2 AntwortenAfter playing some PVP yesterday I think the Gunslinger changes are ridiculous.
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You also got a medal for quick revives in PvE even though pve doesn't award medals. It was awarded as the mechanic for the medal was reached not being intended.
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6 AntwortenCounter point, what if they gave the stickiness back, but added stickiness to lighting/spike grenades??
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Bump. Btw one of my favorite things to do was sticking ppl with them ol tripmines
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My biggest issue with the nerf is.... They don't really work as "intended" anyone can run through a trip mine with full health and either a.They don't die because it doesn't do enough damage or b. They run right past it and it activates after they've already gotten out of the blast radius. My suggestion is they should have taken one of the perks they changed and just changed it to making a bigger blast radius and faster activation time for trip mines and swarm grenades. Call me different but I actually always preferred swarm or incendiary grenades. Iv never liked using grenades to get a OHK Iv always use grenades to either start or end my primary gun battles.
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Yeah. Pretty hooky. Was a bad move to remove that component from them., saying it wasn't as intended.