Not saying that makes it OK, just that to use it effectively you need 2x powers slotted to it to do allll of those things the previous poster was complaining about.
Meanwhile you gloss over that many subclasses have a one-hit-kill grenade by themselves, instead of having to dedicate your grenade AND melee charges to get the kill. That Sunsinger / Sunbreaker / etc. can kill reliably with a grenade and still have a charge-punch on standby.
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True and some subclasses don't without help ie voidwalker, night stalker, striker, and nightstalker. However again with sunsingers their firebolt is in the exact same boat as your smoke. Without those two extra perks it is garbage as a stand-alone. Don't get me wrong I'm not saying it needs nerfed. At least not directly. I feel other than that nightstalkers are balanced and the simplest way to fix that without actually touching its power or abilities is just add a small delay for all classes between throwing a greande then throwing or using a melee.
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I dont care about the perks i have to use i care about the nades witch hardly kill one out of 20 enemies without the smoke. Titans are extremly fast with their meele you die when they hit you first and warlocks have a 1 mile auto aiming meele so I dont think its unfair or something like this. If any class hits you with a nade you should habe a problem and without the smoke you can just walk away
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That's because your class, designed as a control/support subclass wasn't made to get massive kills. You are ment to be used as area denial, back up, or zone control. Notice how almost all of your abilities either help you teammates or are AoE. Your class isnt ment to be a DPS class. Remember destiny isnt just an fps. Its also an RPG (loosely)
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Yep but in pvp it should be and does it mean the World if you die 2 times in a Match because of the wombo combo? I dont think so. I think the current pvp experiance is pretty good