Can we get a buff to em? They feel extremely weak. D1 they pretty much were an insta kill, be cool if we had something like that with D2. Thanks
Edit: Just realized I spelled grenades the wrong way lol, you can stop crucifying me now 😂
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I agree. In D1, every grenade except stickies were in a good place and dealt appropriate damage to be meaningful. In D2, however, most grenades except AoE DoT grenades like Vortex, Solar, and Pulse feel like they barely do anything. I don't want the cheeseball stickies from D1 back, I just want them to do some worthwhile damage.
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Grenades should vary in damage with regard to how hard they are to use. The arcbolt, firebolt and axiom bolt, for example shouldn't do the same amount of damage as a lightning grenade or tripmine, but I agree that they all need a buff. Radius grenades(arcbolt, firebolt, pulse,etc) should take away slightly over half health- between 105-115. Skill grenades or specialty grenades (such as tripmine, lightning, suppressor) should do much more.
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I didn't have a problem with grenades in d1. I got many kills and have gotten killed by them as well. But grenades in d2 are a joke. Last iron banner I threw one in the middle of 3 weakened enemies. They ran out of it like it was nothing. The dot didn't do shit. If it was any grenade in d1 that would have been a triple kill. I thought we were able to make more awesome plays? Or does that only mean plays with supers? This is off topic but last night I saw a Titan get tethered but was still running around and jumping like it was nothing.
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yup, to me a grenade is a grenade, if it sticks you, you die, simple as that, if you are a 1 meter radius, you die, boom, dead.. i cant count how many times ive stuck a player with a grenade and they live, to die shortly after ofc because they have no sheild, but they still out lived a damn grenade.
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i concur....you have no idea how many times i've gotten killed because i see an opponent with so little health and instead of shooting i throw a grenade only to not kill him and get killed myself because you can't transition from throw to gun quick enough
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Can we call them Grrr-nades? Because when you throw one you just go grrr at how little effect they have.
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You guys screwed nades at first place. D1 - "' bungie nerf stickies or i will not play again, it's ohk'' , D2 - ''Pulse nades omg damm titans omg please nerf''
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Agreed!!! I have a similar post here: https://www.bungie.net/en/Forums/Post/244822705?page=0&sort=0&showBanned=0&path=1 Please like my post too. I'm trying to get this topic noticed! Thanks!
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See when the forums are this dead posts like these make it to the top even with shitty spelling.
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Codykinsにより編集済み: 5/4/2018 12:29:21 PMQuote from an earlier reply: Solar grenade does 50 Damage with a direct hit and takes a solid 3 seconds before it actually starts ticking damage, plenty of time to get out, the only upside is the small burn it applies. Vortex is the same, but worse because it doesn't apply a burn. Any sticky grenade only does 50% of their health in PvP, with a STICK. This would be fine, if you could instantly start firing after throwing the grenade, but the throwing animation leaves you open way long enough for the person you're engaging to easily kill you. They're balanced in PvE however. Axions are slower than D1 and can be shot and destroyed now in PvP. Swarms are easily avoidable and dodgeable, even if they start seeking you. Pulses were nerfed and the first initial hit (even with a direct hit) only does 35~ Damage, and doesn't start doing normal (50+) until the second pulse starts and since the grenade was slowed down, it's easy to avoid the second pulse and onward. Lightning is strong, but was slowed and has an activation time now which makes it easily avoidable. Storm is laughable, and I never even see it used anywhere, ever, in both PvE and PvP. ETC, ETC. The only decent grenades in this game right now are Arcbolt and Skips, and at times, Suppression, they're neutral at best. Suppressor should shut down supers, but not deplete the entire super bar, that's ridiculous.