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Edited by itsDKY: 4/28/2016 6:08:33 PM
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It'd be more balanced if there was a half second delay in between the throws. Kinda needs a risk factor to balance it off.
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  • Edited by Sixclicks: 4/28/2016 7:53:56 PM
    Why? Is there a delay before you can toss a fusion grenade? Because that is a OHK that requires about the same amount of accuracy and only uses your grenade charge.

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  • Have you even used Incendiary Grenade? Incendiary Grenade needs to be placed right beside or under your target to deal its maximum 170 damage, so that its burn damage will finish off the target. Smoke can land a full arm's length from a Guardian and it will [i]still[/i] slow, damage, and blind them. Even after they've left the smoke, the toxin will keep damaging them. Smoke also explodes on impact, can stick to targets to deal additional damage, and can be used [i]anywhere[/i] at [i]any[/i] time to great effect. Incendiary Grenade actually requires accuracy to be useful, and it cannot be used effectively in as many situations as Smoke. If Smoke demanded as much accuracy and effort in its use as Incendiary Grenade does, then there'd be no issue, but as it stands it slows, blinds, damages, and suppresses evasive abilities all for just tagging someone with it, and it can be used every half-minute - all at the low cost of using your Melee ability.

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  • Smoke is a melee charge NOT a grenade!

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  • Edited by Sixclicks: 4/28/2016 8:32:27 PM
    Why are you talking about Incendiary grenades when I clearly said FUSION GRENADES?

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  • I misread what you wrote, that's all there is to it. However, the point still stands that Smoke delivers too many effects for the low effort it demands. What other subclass has so much going for its Melee, besides Sunsinger? Slowing, blinding, damaging, and suppressing evasive abilities from [i]any[/i] range at [i]any[/i] time is a strength that no other subclass can even hope to match. There is a cool-down on abilities like Cauterize and Transfusion to prevent Titans from having a seemingly unfair advantage, why should the Nightstalker's Smoke and Grenade be exempt?

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  • Because the moment the wombo combo is gone is the moment that the Nightstalker grenades and melee charge become very subpar. The grenades by themselves are all pretty bad unless the enemy just stands there in it. And smoke doesn't really do much damage itself. The extra effects are what makes it useful. Expending both together makes it lethal. Which is the trade off. You have to use both of your charges for 1 kill. You also have to spec the Envenomed and Lockdown perks for it to be effective. And it does require accuracy if you want to do more than just wound your target, aka you need to land it at their feet so that they can't escape.

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  • Edited by Hawpy: 4/28/2016 10:57:40 PM
    [quote]Because the moment the wombo combo is gone is the moment that the Nightstalker grenades and melee charge become very subpar.[/quote] Do you remember that time after Nothing Manacles were nerfed? Voidwalkers had to put up with grenades that were all worse than what Nightstalker has, a less effective Super and a worse melee? Before anyone argues that Axion Bolts are good, you can slide into them and they'll do about a small fraction of the damage they're supposed to deal. You can destroy them too. Or simply run away, they're slower than the lowest sprint speed. [quote]And smoke doesn't really do much damage itself. The extra effects are what makes it useful.[/quote] Your point being? Firebolts without the burn are a very good contender for "worst grenade in the game", doesn't mean that the added effects have no impact on how the whole thing is perceived.

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  • Nothing Manacles should have never been nerfed to begin with. But Scatter Grenades are still pretty good with them. Just not as much as they used to be. I would know because I always use them. And Firebolt isn't OP either. Viking Funeral is OP only because of how long it makes the burn last. It would be fine if the Firebolt burn perk combo did the same amount of total damage but over a shorter period of time. Being locked out of combat for 10+ seconds is nonsense.

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  • I think it already has the risk factor. Using both your grenade and melee charge.

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  • [quote]Using both your grenade and melee charge.[/quote] That's not really a 'risk' on a literal definition. In fact it is the other way around, using one with out the other is a risk of 'losing' an simple kill.

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  • Many times by the time you've thrown both you've already been shot to death for not covering yourself with gunfire

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