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Destiny

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Edited by michael: 12/24/2016 9:13:23 AM
14

please do something about shinobu's vow.

something needs to happen with shinobus vow. they aren't balanced in any way at all. maybe they would be back in year 1 when arcbolts were the clear winner in terms of bladedancer grenades, but at the end of year 1 skip grenades were [b][i]already the obvious best choice[/i][/b] and here someone decided to add an exotic that not only gives you two of them, but lets each one do 180+ damage. thats more than year 1 firebolts. i know exotics are supposed to have really good special perks, but there is no exotic armor piece (besides ophidians) that even comes near the power of shinobus vow. i have come across several people that literally begin every single engagement with a skip grenade, and there is not a single way to counter it except stand their and listen to that deathly ringing sound that they make while you wait for the thrower to come along and sneeze on you for the kill. something needs to be done with these gauntlets. they are imbalanced and very poorly implemented. thanks for reading my rant edit: in a world where someone can express their opinion on something on the bungie forums and not get accused of crying and nerf herding...

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  • Shinobu's vow isn't the problem. Skip grenades themselves are

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    • Disengage. Skip grenades aren't OP. You're stubbornly trying to press a bad position/strategy.

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    • Let's be honest arc blade doesn't exactly light up the battlefield...Nerfing the best exotic makes them even more useless. Never understood all these nerf posts, make other stuff more viable is the answer.

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      • Congratulations guardian you have been awarded the 'nerf herder' emblem. Now ready for collection at the post master. Wear it with pride!

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      • They aren't OP at all, just a good choice

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        • There's nothing wrong with Shinobu's Vow. I don't even main a hunter, and can easily say that. It's the only decent class-specific exotic option for the Bladedancer. Tarantella? Pffft. Another post basically moaning, "I got killed by 'x', please nerf 'x'". It's this infectious crap that's hobbled everything good in the game. Merry X-mas.

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          • Someone correct me if I'm wrong, but they don't do 180+ damage... that's pretty far off. I think it's closer to the 130 - 140 area, if every single tick lands.

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            • Cry, nerf, cry is all what i read. Shinobus are just fine.

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            • Nothing needs to be done to Shinobu's Vow. They are one of only two choices a hunter has, the other being bones if you're trying to play somewhat seriously. We would have had Ahamkaras if tripmines hadn't gotten -blam!-ed needlessly. Now look at this. Warlocks have exotic gauntlets that are all viable. They get the option of double solars, fusions, axions, and scatters. If you use the perk, you can get double firebolts and this perk can be used for fusions and solars. Meaning you can use any of the other exotics out there for them. Oh look: Ahamkaras, Ophidian, the Ram, Stag, Heart of the Praxic Fire, you get it, lots of options. So for the hunters to get double skips, it's a direct challenge to warlocks who are up in arms and want it gone and away. Because now the field is slowly levelling out. It's a pain in the ass for titans because they have to skate to evade death instead of closing a gap. But it's just that. A pain in the ass. To kind of clear the fog on my intentions, the Shinobu's are a healthy introduction to the game. Whereas Titans sit at the middle of the pack, Warlocks have been, still are, and will continue to be the most powerful class in Destiny. They have two viable roaming supers, one able to pick them up if they go down. They have a panic super. All 3 subclasses have a viable melee. So if you think Shinobu's Vow needs to be nerfed, then you're blind

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              • They're fine. Not OP at all. Damned annoying, however.

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                • Shinobu's aren't OP; they're just annoying as shit. Grenades as a whole need to be looked at because they have a fast enough regen time with max discipline that you can essentially use them as a primary. I run fusion grenades with Armamentarium and max discipline. Am [i]I[/i] being annoying as shit? Sure. But this loadout essentially allows me to spam stick people all game long, and there's plenty of times where I go positive in matches for no other reason than panic sticks. Grenades should be mini-supers. Slower recharge, but enough damage to supplement your primary or shotgun (meh, same thing (; ) or even completely wipe out your opponent altogether.

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                • I would trade both my skips to have 1 lighting grenade on my hunter. Just go away.

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                  • The following is my opinion on PvP only. I personally feel that any sort of grenade tracking whatsoever in [b]PvP[/b] modes is ridiculous. It's obviously too late to rework that now, since the game and subclasses are so set. But when you can land a grenade in the adjacent room and have the tracking come after someone else and take them to oneshot, then it's just ridiculous. Same goes for sticky nades imo. They should have zero aim assist and zero tracking. You should have to hit dead on in order to get that kill. So many times dudes will just run past a doorway and toss a sticky and run off knowing they got the kill. I've used fusions on warlock before and it just feels so dirty. When you actually see the path of the nade alter slightly to tag someone...pfft...that nade should have sat on the ground and burned out. Those kills are not deserved.

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                  • [quote]they aren't balanced in any way at all. maybe they would be back in year 1 when arcbolts were the clear winner in terms of bladedancer grenades[/quote] You're not talking about balance, you're talking about tall poppy syndrome.

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