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Edited by Usurper: 1/22/2017 4:09:44 PM
47

Grenades in General.

This post is mainly going to summarize why I personally believe Grenades need a rework. If it matters check my stats for validation of experience if you will. I just recently reset my Hunter, that is why the time played is so low. Chill. First Off, Lets take a walk down memory lane. Back to Year 1. Remember firebolt grenades? Yeah, I'm bringing these up. Firebolts could never one shot kill. They did roughly 175 Damage with Viking Funeral and Touch of Flame. Firebolts also had a slight delay to the attack, it was a very small delay, yeah, but it still had a delay. The range of firebolts was the same time as an Axion Bolt, so why were firebolts given the title of "Overpowered?" Now before you skip the rest of this post to whine about this and that regarding firebolts. Chill, and read the rest of this. Firebolts were called overpowered because they brought you down to a critical level of health. So It was a quick one tap, one burst, kill with every weapon. Now on to skip grenades. Nobody ever complains about Hunters, because the only ones who complain Are Hunter mains. We get it, you want to be stronger than you already are. Chill. Skip grenades are able to hit around corners if you bounce it correctly, they track for 8 seconds, and can catch up to you if you are only sprinting. So you have to use your jump ability to be able to out run them. Not too big of a deal. [spoiler]Firebolts could also hit around corners, had less range than Skips, and did not track you across the map.[/spoiler] Skip Grenades get you down to the same amount of health that Firebolts did pre-update, one tap, one burst, critical level of health. I know this probably won't be noticed by a lot of people, but thats fine. I think it is a little silly if you think about it. Skip Grenades have kept the same power since the dawn of time, minus the 4 second tracking reduction. Grenade Thoughts: -Firebolts lost the competitive capabilities they had, were given a longer delay to activation and a range reduction. Viking Funeral was changed completely as well. -Axion Bolts can barely keep up to a walking Guardian, can slide under them to take less than 5 damage. -Spike Grenades & Lightning Grenades cones are very inconsistent. Damage is fine. -Flux, Fusion, Magnetic Grenades occasionally not killing on stick, as if they are hovering next to the target. -Vortex and Solar Grenades are fine, nothing too special about them. -Pulse Grenades are incredibly weak in comparison to other grenades. A slight damage improvement would be nice to see. -Arcbolts Suffered a strong damage reduction the same time Firebolts were altered. Arc bolts did 122 Originally, now they do around 70-75 damage. -Thermite Grenades are almost never used in Crucible, occasionally I see them In raids and strikes. -Scatter Grenades randomly Bounce 10-20 meters straight up. Sometimes they bounce in random directions. -Flashbang, Incendiary, Suppression Grenades I feel are in a good spot as they are. Incendiary can only one hit kill in Crucible if the target is very close to the grenade. -Voidwall Is Fine in my opinion, very powerful in the right hands, weak if not used correctly. -Storm Grenades are inconsistent with when the smaller bolts are released. Have waited on occasion 7 seconds for the smaller bolts to activate, other times, they activate at the same time the large bolt Strikes. -Skips have superior tracking and very high damage, can be used around corners, and are essentially the same power of the dethroned pre-update Firebolts. Really, I think people just don't know how to handle DoT. The burning mechanics were changed substantially, the amount of Armor you have has an affect on the burning. So, while everyone is complaining about DoT they also run the lowest armor they possibly can, with maximized agility. So really, its not that something is overpowered, it is that everyone is allowing the burns to be used to its highest capabilities. Overall- I do not think any Grenade needs to be reduced in damage. But I do think Skip Grenades need to [b]Be looked at[/b]. I think all the grenades need to be looked at, and resharpened in a way. All the grenades have their own little kinks about them, if these kinks could be fixed. I feel like we would see a much wider variety of Grenade use. Tell me what you guys think if you even made it this far, seeing the community come together and discuss things like this is always cool to see. For those who think it Matters. [spoiler]I have been playing since the Beta, No I am not an Elitist, I main a Warlock, The "Master Race" stuff is honestly kind of obnoxious. So chill about that. If you think the number of times to the lighthouse matters, I've been 63 times, I hardly play Trials now, Not really a point, the gear is lackluster. If you think the Trophies/Achievements matter, I have all of them. If you think Grimoire Score matters, I have 5430. [/spoiler] Edit 1: So, A lot of people who said Skips are fine compared to pre nerf firebolts. Prenerf fire bolts took you out of combat for 7 seconds and that was the "OP" thing about them. Skips do the same thing, they force you to run or die, then they keep you out engagements for 8 seconds then you have to recover. Again. I fail to see why people don't think these need to be looked at.

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  • Edited by Stupid Shinji: 1/23/2017 8:04:28 AM
    Stopped reading this at "nobody complains about hunters". Sorry but shadestep, smoke, tripmines, blink strike, arcblade, basic invis, bow, goldengun and many more perks have been bitched about by the community and received nerfs. Hunters have received nore nerfs than any other class in the game, this is a fact.

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    • Scatter bounce seems to be happening more often, these days. Not really a huge problem, but when using grenades for energy drain, in a pinch, it can get you dead. I probably just need to git gud.

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    • People that defend skip grenades must really suck at the game to need -blam!-ing flying tracking drones to be good. I mean DAAAAAAAAAAAAAAAMN. SO Cancer

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    • I'm sorry but skips were never as effective as Prenerf firebolt grenades were. Not even remotely close, especially considering they could get MULTIPLE targets down to critical health with one grenade. Skip grenades not only are unreliable when it comes to getting the same amount of health down every toss, they also are only single target oriented. Any splitting that happens is bad and a waste of a grenade. Only ridiculous grenade currently is the lightning grenade. No damage falloff, consistent damage even if you get hit by the tip far away from it. The bursts go through solid objects and at times can kill you when you aren't realistically near them. They're definitely in need of a looking at.

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    • We'll talk about adjusting damage that doesnt need adjusted after they fix my scatter grenade bouncing everywhere.

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    • Lightning Grenade and Spike Grenades have too long of Range. Skip Grenades do too much damage and track too far. Shinobu's is so OP that you pretty much win every gunfight because of it. Axion Bolts track too far and deal slightly too much damage. Flux Grenades need a damage buff. Bolt Grenades need to stay alive after death instead of just diminishing. Smoke Grenades need to have a much smaller hit box and need to have a duration reduction when using envenomed. Suppressor Grenades need to stop Supers instead of Removing them.

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    • Tracking grenades should be eliminated from the game.

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      • Honestly, my only complaint was with Viking Funeral for firebolts, thought the Dot damage from Touch of Flame was fine. Would also ask for skips to be looked at, whether or not they would be changed, but at least looked at. Also the ability to shoot an axion bolt like you can shoot taken axion darts.

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      • Trip mines should remove the red light and detonate immediately when tripped and be a 1 hit kill....it's a -blam!-in mine.

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        • But a skip grenade can kill you if you are at full health with low enough armor. But so could a pre-nerf firebolt grenade.

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          • Great post overall, and I agree with just about all of it. Might I recommend moving this from #Destiny to #Feedback? I feel that it will be more noticeable to the devs this way.

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          • No hate, but heres just my opnion on some of the things: -firebolts were too strong for how easy it was to land them. They brough all enemies in that (fairly big) radius down to a sliver of health or put them out of combat for like 10seconds. -skips: one of the better nades at the moment. And if i recall correctly, they have been buffed at some point. I think it was even the same patch that nerfed firebolts and arcbolts. you have aim to get the right angle for them to bounce off, slight edges will screw them. If one hits the enemy it does alot of damage. To 1 opponent (firebolts could hit up to 3?). Shadestep screws tracking and with other classes you can outrun them atleast to a degree that health reg kicks in and you survive. -lightning nades: they should make the radius more clear (visually). Its disturbing sometimes where they still hit you. All in all: Every class has 1 particular nades that outshines mostly the others. Destiny is not a competitive shooter - if it was then all classes should have a basic grenade such as the incendiary.

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          • Halo nades were perfect Should have just gone with those would have saved them a big balancing headache

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          • Why are fusion grenades so much better than the other stickies? Surely flux and magnetic grenades need to be buffed up to the same lethality.

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          • Edited by mus: 1/22/2017 7:58:40 PM
            9
            Here's my opinion on grenades -Flash bang, incendiary, suppressor. All balanced. -lightning grenade and spike grenade are balanced but need to have a better visual representation of their cone. -tripmines are in need of a buff. Damage returned to 194. I couldn't give more of a shit for the stickiness. If not then the time between an enemy being detected and detonation should be reduced. -swarm grenades are in [b]serious[/b] need of a buff. They've been crap since destiny released. They are extremely easily outran and do minimal damage. They can't be bounced of walls and they don't track you across the map like skips. -arcbolts and firebolts need to have they're arm time returned to year one, arcbolt damage buffed to 105 -storm grenade is fine -pulse grenade needs a massive buff. The area of effect is tiny, the damage is terrible. Buff damage to 75 per pulse and and increase rate at which the grenade pulses. -solar and vortex grenades can use a small damage buff -voidwall grenades are balanced however smoke should not remove hud. -axion is the perfect example of what a tracking grenade should be, nothing ridiculous or annoying, easily avoidable but gets people out of their hiding spots. -skip grenade. This one bothers me. Throw one and you one the gunfight already. These are undeniably op and will track you very far (and fast) leaving you with no other option than to run from a fight. They swarm your screen and flinch you with every hit. Proposed nerf: reduced tracking speed, will track for shorter time, inaccurate throws will not begin tracking a target, bad throws will no longer be rewarded. -stickies. Incredibly easy to use, incredibly annoying to be used against. Stupid, easy, skill-less kills. Reduce magnetism so that they behave like halo sticky grenades. -tracking vs non tracking. Similar to how tier 5 intellect on a striker will give you your smash more often than a gunslinger gets their super on tier 5 intellect, tier 5 discipline should give you a non tracking grenade every 40 seconds, tracking grenades every 60 seconds. This game would be so much more focused on gunplay rather than sticking people or starting every engagement with a skip or axion. These changes apply in crucible only. Here I made a post of this https://www.bungie.net/en/Forum/Post/221322878/0/0

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            • It took them years to finally adjust flame bolts. Fcked them up and nerfed them. Axion and skip grenades are just as cheap and stupid. Dumb as fck tracking grenades that charge every 25 seconds is crazy. This coming from someone who had run all characters since release.

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            • Skips seem easier to evade than firebolts, the only promos they get two.

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              • Firebolts never should've been nerfed. Skip grenades need less tracking. Lightning and spike grenades need a tighter cone. Axion bolts should not lose tracking after a hunter shadesteps.

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              • Just wanna know why 95% of my grenades pass harmlessly through the legs of my enemies?!

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              • I have a recording somewhere of my scatter grenade bouncing off a lip, or something else, and flying all the way back to me. I've never seen that happen until then

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              • I think all grenades should be able to one hit kill you if your within range except DOT grenades. Fire bolts, skips, scatters, attachables and the tripmines. My key point to recognize is within RANGE. I don't see why some people should be able to one hit kill you with their grenades and not others you could even slow recharge rates. The process of them just damaging you and then you have to finish off with bullets or melee is convoluted to ME. Everyone would have the chance to OHK with their grenades and it would be more balanced. This is the way my fave shooter worked and you were rewarded if you had aim and timing. There are way too many chances for people to just run and hide or give your kill to a teammate around the corner or another. You could even add more bounce or other things to make it a little more challenging to get that OHK but why a stickie kills you and not a tripmine or a face full of scatters makes no sense to me.

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              • I think it's valid to include Artifacts - DoT reduction / energy deflection Any grenade that is OP can be countered either with a sword ( not always an option ) or with a artifact . Also not to mention that burn damages can be reduced by wearing chest armour that reduces arc / solar / or void damages .

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              • You forgot tripmine grenades. The one that dealt bonus damage for sticking to a target, had that feature removed, and then had its overall damage reduced. I also think that at one point bungie increased that bonus damage for sticking to a target... Seriously bungie, y u do dis?

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              • TL,DR; GRENADES are fine. Staaaahp!

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              • Here's my opinion on grenades. -Equip Voidlock -Equip Nothing Manacles -Profit. [b]-OR-[/b] -Equip Sunsinger -Equip Gift of the Sun and Fusion nades -Profit

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              • See but here's the thing that's a bit wrong about your firebolt post, no matter what your armor, you would always have almost no visible health on your bar, as a titan every firebolt did this. Now on to skips, skips do less damage but it's far faster, sure you can run from the skips but compared to fire bolts where it was just chuck in the general direction, leave them one shot, rush in and profit, was done far more successfully by warlocks. Now I [i]hate[/i] skips grenades, the damage for how easy they are to use is rediculous, atleast stickies require you to hit them with the grenade to kill/leave them one shot (stupid sticky glitch) Now onto flashbang/suppression/incindieary grenade. Flashbangs damage and radius are the same as incindieary grenades, but they do less damage and don't burn, sure your "blinded" but it's only for about a second till you start seeing again, which is stupid so there is no point in using them over lightning or even pulse grenade (pulse grenade does low damage but is far more useful at keeping enemies at bay in crucible, not to mention it can help you win gun fights by throwing it at their feet, they are perfect except for damage, needs to do at least 70 per pulse) So I think they should make it so flash bang can kill if used [i]perfectly[/i] just like incindieary (so like 210 damage) Now as for suppression grenade, it gets its job done perfectly so it doesn't need a damage buff, maybe a slight decrease in activation time but overall does it's job right. Incindieary grenades should have a slight increase to blast radius to give them some more usage and power, they feel pretty weak most of the time if the grenades not perfect. Now I can't really say much about swarm since I don't know how much damage they do but I feel like it should swap the damage that skip and swarm do, easier grenades shouldn't do more than perfect placement grenades Tripmines I feel like do their job right, they prevent people from rushing you and do high, quick damage, the only problem I have with it is that you can sometimes just run past them, so just decrease the activation time, that way you can't just run past it. Thermites should do omnidirectional bursts (that would be cool) jokes aside I think they are meant more for PvE so just leave them be. Arcbolts damage is fine considering its just throw and profit, it was the most annoying grenade next to fire bolts in year one, keep them where they are at. Axion bolts fine. The scatter grenade just needs to be fixed. Spike grenade needs to last longer on the titan subclass, it goes away way too quick. And now I think fire bolts should do as much as arcbolts 91 I think because they are nearly the same grenade, everything else stays the same.

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