(For those who don't wish to read this, just skip to the second to last paragraph)
I've been here 2 years and haven't called for a nerf or buff for any gear/abilities. Usually I sit back thinking how ridiculous people are, usually asking to nerf weapons that aren't overpowered or buff ones that clearly are balanced... Until now.
I believe that Tripmine needs a buff. I have recently been using this grenade, yet I haven't managed to pull off a kill on a full health/shield Guardian. I've thrown them on walls and on the ground. I've sat back as people walked right into them, but alas I'm not getting kills. I thought my damage might have been lagging, so I tested it.
As a Gunslinger whose armor stat bar is either less than or equal to 50% (too tired to tell), I walked right over a trip mind grenade and allowed it to blow me up...
But it didn't blow me up. I survived. Though at low health, I survived.
I propose just a slight damage buff of around maybe 2-5%. Just enough to where someone with only 1/2 of their armor stat bar filled would die by a direct hit.
I understand that this wouldn't have much affect on higher armor characters, but it'd at least be better than it's current state.
[spoiler]I tried to be as non-whiny as possible. As someone who has played a couple years with this grenade, it's a shame to see it in some a weak state.[/spoiler]
-
They were nerfed by 3%. [i]3%[/i] They're fine damage wise. People are just being whiny little children because they don't have an easy kill.
-
7 RepliesNo just no, my personal opinion is that the only grenades that should be able to insta kill people are the sticky ones because you actually need to aim your throws with those. A mine that you place should not insta kill anyone who is unlucky enough to walk by.
-
Small damage buff? Tripmines were not supposed to be touched and must be unnerfed.
-
Apparently they are suppose to be traps. Except they are not traps because there is this glowing red light that you really can't miss, and if you pass them they are not going to kill you anyway. Yes, they need a slight damage buff.
-
Yeah they should get a slight damage buff as I only ever seem to get enemy's extremely low
-
4 RepliesEdited by Aulakauss: 8/21/2016 2:50:15 PMI made a tactical decision today in Iron Banner to run willingly through an enemy tripmine to finish him off. It hit me full in the back as I rounded the corner to deliver the final smatter of bullets to the Hunter. It was then that I realized how stupid that was, truly and fully, that I could do that and get away with it now. Removing the soft-target adhesion -or 'stickiness' for live targets- was a thing that should've been done either before launch or very early on. The grenade was consistently viable in any use, requiring little sacrifice of other functionality and basically making the other two GS grenades null in comparison. That said, lowering the damage to the point where it cannot one-hit someone with full health is asinine. If you're going to adjust how easily it kills, you should do so by other means. Alter the activation or blast radius, reduce the distance at which it will OHK from the grenade, but to remove its ability entirely? I'm sorry, but that leaves the Gunslinger as the only subclass without a one-hitter and that's wrong. ..And before someone shouts that down and accuses me of 'Needing my OP tripmine to be good' or some tripe, I play as a Warlock Voidwalker 90% of the time, and when I [i]do [/i]play as a Hunter Gunslinger, I use the Incendiary grenade, so hush.
-
19 RepliesWarlocks are instant killed usually.
-
Umm what? I get double and triple kills with trip mine grenades all the time. My grenades kill full health Guardians, and mine also don't trigger with me passing by ? As a matter of fact I put one up and lure people into them as I walk by. Maybe your game is bugged or something bro because my trip mines don't even trigger with me standing over one on the floor.
-
Yes this
-
2 RepliesI hate nerfs but main a Titan. I would agree with a one hit kill trip mine if all the grenades were one hit kill. People hate lightning grenades but so do i cause everyone just moves out of the way after the first hit. Either buff them for a one hit burst only or speed up the pulse rate. Every grenade should kill in its designed area of effect in one hit I say.
-
Edited by Dampfanator: 8/22/2016 2:01:42 AMSmall damage buff? How about Spongebob's Pie level buff? Decimate the whole map with one trip mine.
-
I can certainly agree with this. Its a mine not a sticky grenade, so I understand (and agree with) the decision to remove their ability to stick to enemies. However, I do not understand why its damage was reduced. Each other directional grenade (the lightning and spike grenades) inflict plenty of damage to fatally wound a guardian on their own if properly used. The trip mine however does not. And I can't see why.
-
3 RepliesPersonally I'd rather have them stick again over getting the damage back to original. If you got a direct stick on someone they used to take extra damage anyway. I mean, it [i]is[/i] a sticky grenade, how else would it stick to walls? What kind of adhesive are they using that it can't, nay, refuses to stick to living things, yet can stay exactly where it was thrown on inanimate objects until it times out and blows up?
-
Great post my good sir. Tripmines definitely need their damage back.
-
Trip mines need a slightly wider aoe and swarm a significant buff
-
I agree this iron banner I set up a trap perfectly put it right under the heavy box as it came in and we defend our position unfortenty a strom caller came in and killed us but I put 7 hits on the three people who came in damging each of them even the storm caller as he killed us I hit one once the strom caller twice and the other guy three times with Mida and they when to open the box not a slinge one died even though the trip mine went off in their face that should of kill all three of them but no it didn't just goes to show how stupid the nerf is if you can't even use it as a trap in the first place.
-
Edited by Jazeservedyou: 8/21/2016 2:42:11 PMOnly non-tracking grenade that can't kill a low armour guardian <3
-
give back the 3% i agree if not make it a spike nade from halo xD
-
Revert it to the prenerf damage.
-
I agree I mean at this point I see incendiary grenades being used more than tripmines because you can't kill someone full health with a tripmines.
-
13 RepliesEdited by Guardian Doshaguma: 8/21/2016 2:54:11 AMI'd say, whatever percentage they reduced the damage by, put it back. Having a OHK grenade for a subclass is an invaluable resource. I agree with their decision to remove it's "sticky" capabilities. It was an all-in-one grenade, which wasn't how it was supposed to be. It's a [b]Tripmine[/b], for goodness sakes, you certainly don't fling 'em around. But there was no need to reduce the damage too. That was overkill. But hey, we know how Bungie do their nerfs - they don't fix, they obliterate.
-
I agree, there's no point in using it over Incendiary nades when they are capable of killing the enemy on their own and tripmines can't.
-
I will be fine with you Guys and Girls getting a damage buff and the stickiness back but only if lighting grenades can stick and one shot people too.
-
-
6 Repliestripmines are fine, if you can't put 20 damage into someone in accordance with your grenade then you don't deserve the kill. I have the most time played on a golden gun and I think the nerf was fine, other than the sticking to people part.
-
Edited by bloodySmAcK: 8/21/2016 5:51:47 PMThey should have a dot on them. Or if someone trips one and lives you can see where they are like the hunted perk from nightstalkers