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Destiny

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Edited by Lost Sols: 4/19/2017 8:51:53 PM
281

The simple truth about Fusion Grenades vs other grenades

So we've had some debate the last week over the subject of Fusion Grenades and whether or not people find them fair in PvP. Over the course of the last couple days I've read a lot of comments from both sides of the argument (I'm firmly against nerfing them) and a good portion of the the pro-nerf focused on the tracking. I saw comments stating they turn backwards do a u-turn and follow you, others saying they shouldn't be one-hit-kills and the silliest ones saying that they require no skill compared to other grenades. Whatever the reasoning people have for asking for them to be nerfed here's the truth about grenades that none of them want to consider. Destiny has a large variety of grenade types and each of those grenades has strengths and weaknesses, but the ultimate point of any of them is to kill an opponent. Fusion Grenades have been unchanged since Destiny released and for 2 1/2 years were not an issue. Now suddenly they are because of other balance changes (the destruction of DoT grenades, the reduction and removal of special ammo, etc). I understand that people are using grenades more and I get that in a gametype like Trials on a hallway based map like Last Exit, people will use Fusion Grenades because in the narrow confines, the odds of a stick are pretty high. The problem with Trials in particular (and PvP in general) though is that, if your opponent shows you any particular style of play and in this case going for Fusion sticks, it is 100% on the palyer to understand what they are doing and adjust their strategy to counter. Just like if someone is camping a spot on a map with a sniper, if you keep running your face in front of it, it's on you to flank them or vacate that area. The other problem with the calls to nerf Fusion Grenades is no one acknowledges every other grenade in the game. Yes a Fusion Grenade is an almost guaranteed OHK when stuck. The thing is, when they don't stick, they do virtually no damage. Also Fusion Grenades are great against single opponents, but multi-kills with a single grenade are once in a blue moon. And last but not least, Fusions require the user to line-of-sight themselves the majority of the time and while they get a lot of kills, they get killed making the throw a hell of a lot too. You can argue that they shouldn't track, but without any magnetism I think that they would end up pretty useless. The speed of play is too great and there is too much latency. Honestly I have often wondered is the majority of the "tracking" people see is the result of the grenades hitting a hitbox but the animation being off due to latency between opponents. I've used enough to have never see one turn a corner or double back at my opponent and most kills/deaths are opponents running straight at me or me at them or one of us just standing ADSing. Then you have Lightning Grenades (which I have loved since launch and have more kills with than any primary). I in no way think Lightning Grenades should ever be nerfed either, but the fact is that they excel in very different ways than Fusions. While you will almost never get multi-kills with a Fusion, it's possible to wipe out entire teams with a single lightning grenade and multi-kills are pretty much the norm. They also can be thrown from behind cover to walls/ceilings aimed at opponents, as well as thrown to a spot you know they will be and they don't require hitting a moving target. Where a Fusion is strictly a kill or miss grenade. Lightning excel at area defense/denial. A fusion isn't going to keep enemies off heavy ammo for 6 seconds, but a lightning grenade sure will. And it's not just lightning grenades. Spike Grenades function exactly the same only consistent damage rather than burst. Axion Bolts don't stick and kill, but they chase and finish damaged opponents. Scatter grenades swarm and can track. Solar are amazing for area denial and are another great choice for maps with narrow hallways. They aren't a one-hit-kill, but they excel at what the do. We've had too many fun things ruined in this game already. At what point do players acknowledge that they not only have just as great abilities on their own classes, but that if they really feel an opponent's class has an advantage... they can use it too​ any time they want? Here's hoping this never ending train of destruction ends with D1 because I want to be op and badass in D2 and I hope my opponents are too.
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