edit: put this at the top cause people aren't paying attention and or aren't reading all the way through. the hard cap of 2 would still be in place. you could achieve 3 nades/melee only by having the artifact MoF. the trade off would be NO SUPER. The kills and deaths would still be the same in the end.
While wearing Nothing Manacles, or any other exotic or perk that enables double melees and double grenades, the perk from Memory of Felwinter should roll over and stack with 3 melees or nades. You are already losing your super, what would be the big deal.
Also I would like further info. on Memory of Felwinter and a detailed explanation on what exactly "a small boosts to all stats" means. Is it talking about armor, recovery, agility or strength, discipline, intelligence or all of the above? If when wearing The Ram does the armor perk negate the armor perk from Memory of Felwinter? And if so that should stack too.
I mean if I have Memory of Skorri the perk that helps teammates regenerate super faster does it negate other perks that help teammates or yourself regenerate supers?
edit: its not that you wouldn't have the 3 nades because of the cooldown mechanics. but spamming them with out regard would leave them drained, but knowing you have three nades would come in handy for those people that play conservatively and don't just use shotys or short ranged, fast time to kill guns. more options would open up for different play styles.
edit; given the limit already in place, for example, nothing manacles + MoF = 3 nades. the cap still exists but the trade off would be no super.
edit; the main opposition to this idea is people's fear of what other people would have. do you all realize that you would have it as well?
edit: stop trying to limit others and call for nerfs when what this game needs to balance it properly is buffs. mainly to primary weapons. but all I hear is to nerf something when what should happen is a buff to other things to bring those things up to par so everyone can find a play style that fits them not bring those people down who have a play style.
edit: no one is complaining about the unlimited sprint that has rushing with shot guns an absolutely cancer in crucible?
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2 AntwortenSo basically what your saying is to balance this game we should give people more grenades??
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Actually what it needs to do is Also grant more melee charge for grenade kill and vice versa
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My Sunsinger demands 4 with Gift of the Sun and Starfire Protocol!
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2 AntwortenThat'd be hell with storm callers and nightstalkers throw 3 smoke bombs and have 3 sniper melees no thank you
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2 AntwortenIt does enough to give you versatility. Don't be greedy.
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6 Antworten[quote]edit: put this at the top cause people aren't paying attention and or aren't reading all the way through. [b]the hard cap of 2 would still be in place. you could achieve 3 nades/melee[/b] only by having the artifact MoF. the trade off would be NO SUPER. The kills and deaths would still be the same in the end.[/quote] Then it's not a hard cap now is it? Seems someone isn't reading their own post all the way through. No, the kills and deaths would not be the same in the end. Supers take a long time to charge and are rarely used to their full effectiveness (i.e. more than 3 kills in one super). Grenades take significantly less time to charge, having 3 charge slots would allow for builds that could just keep throwing grenades non-stop. Imagine a Voidwalker with Nothing Manacles, MoF, and Embrace the Void. As much as I would love my main to be that powerful it's just not fair. MoF grants and extra grenade charge, an extra melee charge, significantly increases strength and discipline, [i]and[/i] lets you pick up orbs of light to charge your grenades and melees. It's powerful enough as is. The entire point of this artifact is to free you to make different loadout decisions. +1 grenade and/or melee charge exotics have been dominant ever since they first landed in Destiny. MoF attempts to cover that base for you allowing for more interesting and diverse loadout decisions, thus resulting in an overall more interesting and diverse community of player builds.
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How about no.
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7 AntwortenBearbeitet von Swiftlock: 10/4/2016 4:44:08 PMDefenders with 3 Suppressor Grenades? Bladedancers with 3 ENHANCED Skip Grenades? No thanks. PvP has enough problems. Stacking up to 3 grenades is just asking for trouble, even if you gave up supers.
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1 AntwortenBearbeitet von TH3N0RS3F0RC3: 10/3/2016 8:23:02 PM1. although i see your point in the artifact working to stack with other perks to give you 3 grenades i don't think that was it's intended use. it's there to give you more options building a loadout. instead of using any of those exotic armors or perks to get an extra grenade you can now use this artifact to do that, and then equip a different exotic. its fantastic as it is right now. it works wonders on bladedancer and defender. 2. If you have your character built for any style of play that utilizes grenades you should have high enough Discipline to not need 3 grenades. I roll with 2 grenades and i RARELY run into a situation where i don't have a grenade ready. 3. i agree we do need some buffs instead of everyone crying for nerfs. But 3 grenades helps that how? sidearms need to be a little more competetive, auto rifles could use a little tweaking, pulse rifles need alot of work with the slower rate of fire archetype. I just don't see how out of all these things you think that this is something that needs to happen. 4. Noone is complaining about the infinite sprint because it's not really that much different than it was before. it was shotguns all day before that artifact and it still is now. it didn't change anything that drastically. good post tho i just dont see how giving the option for 3 grenades is going to actually help anything... more than anything i think it will just create new problems and more posts asking for the artifact to be nerfed, which i would hate to see happen.
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5 Antworten3 nade stack existed early Y1 and they took it away on purpose, they arent gonna bring it back
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Double throwing knife perk+ahamkara grasps+ felwinters I wish would equal 4 throwing knives
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The artifacts are intended to replace that ability to allow flexibility of load out. Not triple up
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Hell. Yes.
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1 AntwortenBearbeitet von Fabian Strategy (Timelost): 10/3/2016 11:44:01 AM[spoiler].. Pros: gain an additional grenade and melee charge Cons: lose your super/currently capped at 2 (for now we're going to pretend it's three)/2nd/3rd charge not benefited by strength or discipline So with the basics out of the way let's get even further: A common complaint I'm seeing is grenade spamming, well, that's only on the first 3 charges, then they're lucky if they have 2 charges at the same time because of supply/demand problems. (You can also get out of the way as the only 1 shot grenade is tripmine) Everyone is misconceiving that by having this on you by default have 3, that's completely and totally false. Titans can only have 3 of either melee or grenade and then 2 of the other. Why you ask? Because to have three it requires an exotic. Only sunsinger/warlocks and gunslinger hunters can have 3 of both and even then it's, as far as I know, limited to tripmines, and any for sunsinger. This is because their subclass has a node for an additional grenade or throwing knife and then have exotics for the other additional charges. Sure, any class can have 3 of one and 2 of the other, but only 2/9ths of the subclasses can have 3 of both. People also say that certain armor pieces will make grenades "OP" (shinobus's vow, impossible machine, thagomizers, list continues.) again this is your exotic. People don't say it's OP that with the peregrine greaves strikers can jump before shoulder charging and do 3-4x damage, they don't even need to leave the ground as long as they hit the jump button directly before charging nothing will survive, it's impossible. Nobody says that's op (also I don't think Pgreaves are op either I love those beautiful boots) or stormcallers getting a FoH on super activation that can destroy a defender bubble. (ok seriously wtf) don't see any nerf posts there. So why is this such a problem, not even a third of people can use 3 of both. It requires an exotic that by comparison isn't very good. And you lose your super, you lose devastation incarnate. You cannot prove me wrong because I put it as close to fact as possible.. [/spoiler] Please read. ^
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1 AntwortenBearbeitet von RavenousLD3341: 10/3/2016 5:02:30 PMSigned. I can already take a sun singer, get double nades and double melee without losing my super. (Gift of the sun/[armory]Claws of Ahamkara[/armory]) Hunter Same ([armory]Young Ahamkara's Spine[/armory] / Gambler's Dagger) Titan... Not sure I don't Titan often
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3 AntwortenJust no!
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2 AntwortenAboutt he small boost: just look at the Disc and Str stats: It's like wearing two artefacts.
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Bearbeitet von tanis38: 10/3/2016 12:46:57 PMI would prefer if instead of stacking to 3 nades/melees, that the "boost to all stats" wasn't a boost to Int/Dis/Str, but instead would be a boost to Armor, Recovery and Agility. [i]That [/i]would make it worthwhile imo. In fact, that is what I thought it was going to do from the description.
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Nah it's fine it doesn't need that
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1 Antworten3 wombo combo potential no
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6 AntwortenNo, just no. Grenade spam is already too high in this game, we don't need triple wombo combos and lightning nades. At that point they don't need a super at all.
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4 AntwortenI say that it would be very balanced, if anyone disagrees comment and I'll explain myself. ;)
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1 AntwortenBearbeitet von Creed422: 10/3/2016 7:03:24 AMI figured your super would look like its up but you cant activate it. When I have that artifact on my warlock, it makes the Tlaloc a piece of crap because the super isnt loaded up to be able to use its perk. Was totally bummed.