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Edited by AxelOfTheLight: 2/23/2016 2:26:07 PM
165

Time to clear the air about fire bolt grenades!

So it seems a lot of you don't actually know how much a fire bolt grenade actually does. You just know it burns you a long time and can seem to almost kill you with nothing but a single hit. Fire bolt base damage: 85hp Touch of flame burn: 5 ticks of 7hp Viking funeral burn: 10 ticks of 7hp Total without viking funeral: 120hp Total with viking funeral: 155hp Time between ticks: about 0.8 seconds Total burn time: about 8 seconds Average guardian hp: 200hp Those are the real stats people! The lightning grenade does 122hp with one hit to put those damages in perspective, and it has potential to hit you more than once. The only thing you can really complain about is the burn length because they aren't op in any other way.
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  • 1. You can run from any other grenade. Youbyake this damage with you. Actually that's it...just needed 1. If there WAS a 2, it would be that you have 2 of them, and you have armor that grants them every spawn.

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    • Also takes two of your subclass perks to make it work...

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    • Yea except most people aren't stupid enough to stand in a lightning bolt grenade long enough for it to hit you twice.

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      • Nobody uses it for base damage, just to cancel regen in a firefight.

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        • You can move out of a lightning grenade. You can't escape the burn of a firebolt.

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          • People always find something to complain about in this game

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          • They are the best grenade in the game by a long shot and stop defending them because they are your crutch!

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            • Indeed, maybe change viking funeral. But I think that flame shield is much stronger...

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            • they already nerfed the dmg of firebolt, what else could they change

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              • This is just my opinion But I believe in that firebolts shouldn't be a grenade that is super effective in killing, but it should be a grenade that gives you a FANTASTIC awareness of where an enemy is. Firebolts end up giving me more postmortems than fusion grenades do, which makes no sense. Bungie needs to rework the Sunsinger subclass overall though. Firebolts and fusions are the ONLY thing sun singers have that is effective.

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                • The number one issue about firebolts is when they're overnerfed everyone will be using 2 fusions, which are worse in every single way possible... The second issue is burn time.

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                • Just make the burning time quicker, so you take the same amount of damage, but you can return to a gunfight sooner.

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                  • The biggest issue is the massive slowdown of gameplay. It was the same problem with Thorn: you cannot heal during the ticks, making you vulnerable. For more than 8 seconds, your health is compromised, and you can be chased or picked off with ease.

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                    • Edited by YOLORuinsLives: 2/24/2016 11:01:26 PM
                      but you cant heal while burning. that is the issue with all these tissues. so total of 8 seconds running around with 45 hp. which is 1 last word shot

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                      • Don't start bitching especially when you have hunters that can one shot kill you with shadow shot directly.

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                        • I don't care about damage stats! I care that you CANNOT dodge those grenades if the enemy is competent enough to throw one in your direction. Lightning grenades do a lot of damage yes.....BUT you can get away from them quite easily. (Also you can kill yourself with that bloody grenade). Fire bolts are not only stupid that you can't get away from it, but it also ALERTS the warlock to where u are on the map slowly burning to death. The only other subclass with grenades like that is night stalker, BUT they need both their melee and grenade to kill u instantly, and they need to aim both grenades precisely. [spoiler]BTW, I don't just main a hunter....I enjoy playing with all 3 of my characters, so I know exactly how each one feels when u play[/spoiler]

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                          • 14 second burn time...

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                            • Bump.

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                            • It takes you lower than 45 health if you don't run max armor. And max armor should not be a requirement to play pvp

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                            • The length of burn is why people complain about them dunce. Nobody claims they are too strong, they claim it takes you out of the fight too long causing a crazy advantage for the user especially in 3v3

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                            • 17
                              Its actually 11 ticks. 162 damage. And the burn time is too high. What other ability [u]makes a player vulnerable for so long?[/u] shadowshot does. But you get it like once or twice a match with full intellect on average. You're out roasting for 8-9 seconds, then wait 2-3 seconds for regen to start then another 2-3 seconds to get all health back. Thats 12-15 seconds which is more than enough time in this game. And you can get it back in 25 seconds with max discipline. Perhaps even a little faster if you have grenade energy on melee hits perk. [quote]but lightning grenades.[/quote] They hit you and you realise "shit I gotta move." and you do that. You get your health back in seconds. Firebolts keep you vulnerable for too long to be considered balanced.

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                              • as someone who has played sunsinger exclusively for at least 6 months now, i would support even a somewhat drastic reduction in how long the nade burns, assuming the overall dmg is retained. After all, the stormcaller nade does more overall dmg, the skip grenade does just as much if not more, and obviously incendiary can easily one hit an entire team in trials, and a lightning nade can trap an infinite amount of players and kill them. So the overall dmg cant possibly go down, considering it IS the sunsinger super. But any support i would have for shortening the burn time would be ABSOLUTELY contingent upon several things in regards to the nightstalker. Absolutely, positively, without a doubt, NO more invulnerability frames from shadestep. That is by far the most unbalanced thing in the entire game right now. We would also have to put some sort of inability to throw smoke and a grenade within 3 seconds of each other. If those two conditions are met, then i am fine with a change to the firebolt. Even if firebolt remains unchanged, something needs to be done to change the invulnerability offered by shadestep. In no other subclass in the game is such a thing represented. It is, by definition, the most unbalanced thing in the game.

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                                • The burn length makes it op because for that 14 seconds you don't have the ability to regen at all you can move out of a lightning nades and regen in 2 seconds.

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                                • They don't always burn either, not sure if that's intended.

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                                • Difference between lightning and firebolt is the lightning nade has a slow tick, so after your first hit you have a chance to get out of it and begin recovery much quicker than burning for so long. Best thing [i]in my opinion[/i] for firebolts is they increase the speed in which the burn ticks. Instead of it taking 8 seconds to burn through, make it 4 or 5 so you can take cover and begin recovery much quicker - while still allowing the Warlock/his team to push forward and finish off player(s) who don't fall back enough. (Same with Titans pushing after a successful lightning nade). [spoiler]I main a Sunsinger Warlock[/spoiler]

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                                • I can't up-vote this enough....and yes neck beards I do main a Warlock. Hopefully we'll meet in the Banner.

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