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7/4/2016 1:31:13 AM
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The problem was it left you at a tickle of health, and removed you from the fight for way you long. But the biggest problem was that it was literally the only thing in the game that was [i]uncounterable.[/i] nothing should be that strong without having a counter. #TitanMasterRace
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  • You can dodge it just like you can dodge or run away from any other grenade. The only difference is it doesn't kill you.

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  • You could not dodge a Firebolt because they activated immediately. Now they have a slight delay before they activate, though it's still difficult. Why are you defending a grenade that was nerfed because of how broken it was? It's already been nerfed, so there is no reason to defend it anymore. #TitanMasterRace

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  • [url=https://youtu.be/um1GmhM8rcA]Here[/url] is a video that breaks that argument. The grenade itself was fine. It had an arming time, and could be dodged. All the grenades are fine to me aside from lightning grenades at times only because of a little bug where they can damage through walls. The magnetism on stickies could be further reduced but I'd still give half a crap. Firebolts were fine. Now Sunsingers are trash because people complained a lot about the fact that firebolts could do damage for 10 seconds consecutively. Which I do agree was a long time, but then I thought to myself: "this subclass is built around its grenades and melee..." The super clearly emphasizes that. And now the grenades are by far the weakest in the game because of the Viking Funeral perk nerf.

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  • That doesn't break anything... #TitanMasterRace

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