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Edit: Have
I'm guessing you've never spelt have before...
Meh; timed or not if you're using nades in any PVP settings you gotta have the jump on them.
But having the options for it wouldn't hurt anything.
Novas are also on the chopping block in this regard as they do not gain damage bonuses due to barely being able to stand in them or hit enemies with the resulting the flare. I simply asked why they don't ping off of a wall and detonate on impact is all, but thank you for your concern!
Arcbolt with top tree stormcaller's Arc Web perk can be absolutely devastating.
Gunslinger tripmine's can actually be shot and air bursted to catch people off guard.
Has the Chosen Hunter from XCOM 2 War of The Chosen as Profile Pic, doesn't be assumed as edgy
'Does Not Compute'
Grenades should have a flat damage and radius; I've never understood why bungie decided differently even back in D1.
you really took the bait. funny and sad at the same time. =(
And I love that! I just don't love being punished for it barely clipping a wall and being told to "Get gud" because my lob which was in my perspective on point. Decided to barely nick a wall and punish me for it xD. Consider this more of a vent and to see how people feel about it type of conversation, with mild "You're a furry!" claims.
Ok? Learn to adapt instead of blaming the game where no one else has a problem with them. The storm grenade is my favorite grenade. Huge AOE and great for clearing mobs, however i use nova grenades because they are better for boss damage. Novas are great because they almost always stagger the enemies it hits with the initial blast.
all grenades have their applications, learn them or stop complaining.
I don't know if I need to point things out for you, or if you're just inherently being a troll, but I'll do my best.
I wasn't blaming the game for anything, I simply asked why the grenades are impact. The reason I asked this, is because specific grenades actually become worthless if they do impact surfaces (Such as the storm grenade). I'm sorry if you feel this is a useless topic or feel the need to simply tell me "Git Gud" but it is your choice to do so and I won't stop ya.
They're impact because they are. Its not like grenades cost ammo or resources so who cares if you ♥♥♥♥ up a grenade here or there, we all do.
if the cooldown timer is a problem spec everything into discipline and play a void warlock with nezarec's sin exotic.
Im not telling you to get good, im telling you to just adapt.
I'm really not sure what you want from the grenade in that case. Don't think of grenades as a traditional grenade in Destiny. They're more of a skill or ability, and warlocks don't even throw a grenade, they instead hyuk magic around. (And with 150 hours in since it came to Steam I'm sure you know this already!)
I have to say I'm surprised that with 150 hours under your belt your still having problems with 'nades. I can personally land them on the head of a moving target at the other end of the map and that's not skill, that's just learning how grenades arc and move in destiny. I suggest you just stick with one grenade type (I recommend any that stick, for pure risk\reward) and just learning sticking with that. I found I switch my grenades depending on what mode I'm in. In Raids I take double-throw pulse. In Mayhem I take Supressors, in Control modes I take Voidwalls... like anything else in D2, everything has it's place. Keep experimenting! :D
Also remember only one grenade per class is about pure damage. Titans have area control grenades, double-useable pulsing AoE grenades, flashbangs, lightning traps, magnetic-double exploding, and a dot grenade - not to mention the ultimate '♥♥♥♥ you' grenades that pull people out of supers.
Basically what I'm getting at is don't think of grenades as traditional balls of explosives, the closest you'll get to that in D2 is The Colony Exotic maybe at a push.
Perhaps "grenade" was a bad word for them :D