The problem that Firebolt Grenades caused is that they did not allow the player on the receiving end any opportunity to effectively counter them.
The problem with Fusion Grenades, as always, is that there is also no opportunity to effectively counter them.
More than anything right now, Fusion Grenades are [b]incredibly[/b] frustrating to fight against, because there is no way to escape from them. The underlying cause in my opinion is the abundant magnetism. It is very easy to kill an enemy with a Fusion Grenade because they curve around corners and track you through the air, to some small extent.
What I would like to see from Bungie is to either completely remove this magnetism or severely reduce it to minimal values. I don't want them to remove its OHK potential; if it sticks on you, you should die, that is a contract. However, it should not be so easy to be stuck with fusion grenades.
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https://www.bungie.net/en/Forum/Post/223330600/0/0
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Simple counter to fusion nades: Remember the guy who stuck you, and don't run at him directly next time you see him.
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Keep in mind the bigger picture, you're talking about a subclass that relies on a stronger neutral game. A subclass which has been nerfed repeatedly. Try looking at the big picture next time.
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That logic doesn't work out practically. Essentially you can justify any OP setup provided that it is one of a small number of viable options. That isn't right in my opinion. I've never seen Sunsinger as the kind of subclass you use so explicitly offensively.
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Wow, just wow. Still crying for nerfs. It's gone on soo long. How have you not learned this by now. Taking something fun out of the game is a net loss. All this will do is bring another grenade out into the limelight for you to whine about. This toxic attitude can't carry forward to D2. This thinking has severely damaged an incredible game. Please just stop.
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What grenade can possibly frustrate us so much that it could warrant a change? Perhaps Spike grenades. The animation is quite ambiguous at times and you can't be sure when it has run out. A simple change is to make that more obvious. Nothing harmful there. Nobody will feel cheated dying to that grenade. Perhaps Lightning grenades. But they are easy to counter. It is my honest opinion that if you die to these grenades it is because you couldnt get away in time for the second burst to hit you, or you were cornered well. Nothing anyone can say about them will result in a nerf. Perhaps Incendiary grenades. But they are quite difficult to use well. The only reason a player will die to an Incendiary grenade is because the user is skilled. If you are in any way inept with this grenade it will be somewhat ineffective. Perhaps Axion Bolts. I would welcome a reduction in how long the extendes seekers can track you, but I'm fine if they remain as they are. Perhaps Skip grenades. See above statement. There is no other grenade that requires any change, in my honest opinion. Nerfing sticky grenades will not result in a series of grenade seasons as you suggested.
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To counter fusion grenades don't peek -blam!-ing choke points or narrow hallways. This is like asking snipers to be merged because you were killed by one in a choke point.
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What? Do you think that is the only in which fusion grenades are used? What game are you playing? What about when they run into rooms, stick you and run out just in time? Or when your shooting them and they stick you just before they duck behind cover?
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And how often do those encounters take place in small rooms? 100% of the time. If you're getting killed by a sticky over and over change your attack strategy. Jaysus you people would never survive in a real competitive game.
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It's easy to just change your strategy in Control, or Rift. In large game modes players move around constantly, so you will have many chances to get away from them. But in small playlists like Skirmish, Elimination, its not so easy to just change your strategy because of wither the game mode, or how well the enemy players have controlled the area, or even just the map itself. Of course in small rooms I'm much more likely to get stuck, but its not just small rooms. Burning Shrine is a map without any rooms to speak of, but imagine a player jumping up to the bridge and just chucking one in there. Or the same happening in tne corridors on The Drifter. Or the room in Last Exit. In small playlists there are a number of ways that fusion grenade users can use cheap tactics to get kills and essentially limit your moves to either a trade at best or simply waiting to die, and its all at the discretion of the fusion grenaden user.
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Small play lists are the most ideal places that allow you to be more fluid and change up your approach.
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They're also the easiest environments to shut down said changes in approach. After all there are only three enemies.
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The counter is to stay out of range.
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Such an impractical idea.
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No. I never had a problem with Firebolts.
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I'm not talking about Firebolts.
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Are you gonna include Flux and Magnetic grenades? Because, then, you're gonna piss off a lot more people. And let's face it, maybe you just need to be better at the game and learn from your death? Where I come from, we call that strategy.
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To be honest, I can't see a reason Bungie wouldn't include them. Not because any of them are OP, but because Bungie doesn't fo things by halves, it's all or nothing. Rather than looking at them and deciding if they don't need a change or tweak them so as not to neuter them as they do with 99% of everything else, instead Bungie caves in to the nerf cried and calls it balance for Trials, I mean the Crucible.
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When you play as much as I have played in the Crucible, you start to realise things. I will provide an example. You are running. Someone shoots a Truth at you. It tracks your movement and your death ia inevitable unless you can run behind a corner. Now let us think about all the sticky grenades. The user can throw the grenade, be somewhat off target, yet the grenade will curve through the air to meet you, wherever you are. Now, unless you can read that player's mind, it is almost impossible to predict this event. Therefore, a reasonable counter to sticky grenades doesn't currently exist. How can you get better at dodging a tracking grenade? What you're saying frankly doesn't make sense. Yes, I would like it to be applied to all stickies in the game. I don't care if it pisses people off. Everyone should be able to counter it. Every attack in this game should have a counter. Currently sticky grenades have no counter. I'd like that to change.
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When you've played this game on all aspects and have had to adjust again and again, you begin to realize just how narrow minded PVP players really are and how tunnel visioned Bungie really is. Let's take said Truth: Up until the update, which wasn't needed, it could hold 3 rockets. It had its aggressive tracking reduced to Mr. Magoo tracking, and was not being utilized in PVP much as tripod and HnH was more favored. Yet it got needed to 1 rocket as a nerf and added, wait for it, maximum reload speed. Pop the cork we're gonna get naked tonight! It does dick for PVP yet it's a huge affect on PVE where maximum DPS is needed. And you, PVP boy, are ok with this because you can care less about using Truth as you utilize other weapons and void burn means dick. That's one example of many where PVP tokers don't understand the impact of nerf after nerf after nerf affects the overall game because Bungie can't figure out how to separate PVP and PVE changes. And yet players like me adapt and overcome. Do I have a stunning kd? Hell no! I get curb stomped at times as well as stomp a few. Let's look at your latest whine: grenades that track: fusion (W and T), magnetic (T), and Flux (H). All three have limited tracking. They don't curve around a corner and -blam!- you. I've been spot on and have seen a grenade curve and miss. It happens. Big whoop. Yet you also complain how someone can bounce pass one of those and make it stick to your leg and you die. That, son, is skill. And it ain't easy to do. It takes practice and learning the surface area and angles. Something called Algebra, Geometry, and Trigonometry. And once learned is a very useful tactic to keep nerf herders pissed and at bay. Now let's look at tripmine. Can't attach to a person anymore. Again, big whoop. I've used them for what they're designed, on surfaces and in places where they do max damage, hard to detect, and hard to shoot to detonate early. Again, same mathematics, same tactics, same results. So stay in PVP land and continue to try to spew your narrow minded view with limited information. Us real players and Guardians from the get go, we've got your number...
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https://www.bungie.net/en/Forum/Post/225551634/0/0
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Wow. So you are bringing up the Truth. That was my favourite rocket. Still is, actually, though I don't use rockets that much anymore in PvP, if at all. But you mentioned how it affects PvE.. I'm not the kind of player that [i]only[/i] plays PvP. I do play quite a bit of PvE when I can, especially with the recent raid updates. I have to say that PvE is not that difficult. I have to also say that there has been no change, perhaps ever, that has impacted my PvE experience so negatively that I become upset. And I'm not a bad player; since you are checking my profile you can go and check my PvE stats. I'm usually near if not at the very top of the team in raids, damage wise, skill wise, and in strikes I can usually double one of my teammate's kills, maybe even double both of them combined. So I'm quite experienced, and I'm quite sure in my knowledge. Truth being reduced to one singe rocket in the chamber in my honest opinion is not a big deal. On Void Burn occasions I choose to use Nova Mortis actually. I just prefer Machine Guns over Rockets. I did mention how fusion grenades can stick to my leg and kill me at the last second, but I didn't say bounce pass. Let me explain here clearly: what I'm frustrated about in regards to fusion grenades is when they are used in a cheap fashion. Like throwing them mid gunfight and then ducking around a corner, like popping into a room just to stick someone and run out - moments where the player getting stuck has no option other than inevitable death. It is especially annoying in the case where you are just about to kill the enemy, they throw a fusion, and in this situations, you can usually see it coming, but you can't get away in time because of the tracking. I will admit that this is really the only case where the tracking is a major issue, but all these examples are frustrating nonetheless. I'm probably not the Guardian you want to teach about the skill required for bouncing grenades accurately; I use Incendiary Grenades exclusively when available, so I understand the skill needed very well, and am skilled enough that these grenades are a significant part of my arsenal. So, I have no idea what you mean by your last statement about my number, do what you want with it, but I hope you have the idea now that I'm not just crying out nerfs like the typical PvP crybaby. I'm just voicing a very particular frustration, in what I hope is quite a respectful manner.
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Simple mathematics. I've used incendiary grenades as a means to flush people out or even see what's around the corner. And I'll bounce them off of walls and over someone's head to have it land behind them and kill them. It's easy and fun. As far as tossing a grenade and fleeing, I'm not gonna stand there and play bullet sponge. However, I'm gonna stand my ground and play trench warfare until I'm dropped or victorious. So I'm not that guy. Another tactic I've used is that if I'm stuck, I charge the tosser. Followed by shouting, "For the glory!" Because his grenade is now gonna hurt or kill him in the process. Again tactics. And for you to say that the changes to weapons don't affect PVE that much, then the Hell are hand cannons non existent in PVE? I'll give you an example. Fatebringer. Love it to death! Year 1, skill determined lethality. Years 2 and beyond? It's a pretty paperweight. It's unreliable in PVE and I'm talking about body to head shots and deliberate shooting. Zhalo is more reliable. Anything is more reliable than a HC in PVE. And over 90% of the players from all aspects have agreed that the changes to Truth were not needed and silly. Remove 2 extra rockets in the mag and wait almost 3 weeks later to implement max reload when it was supposed to go with the reduction? It affects game aspect. Now you use a LMG, I prefer Dark Drinker. To each their own. As far as looking at stats? Doesn't matter how good you are if your team isn't consistent.
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Regarsing the Hand Cannon changes, perhaps I should mention that I don't really use Hand Cannons that much. I use them in the Crucible on some occasions, namely Last Word or Hawkmoon, but not in PvE. So I'm not qualified to speak about how the Hand Cannon changes have affected PVE. In response to your Truth statement, I don't think it was needed either. But it's here, and it doesn't change much in my opinion. I think if they left 2 in the magazine that may have been a better option.