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4/30/2016 12:07:43 PM
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You can't just walk out of the wombo combo before dieing most time. The smoke takes away radar slows movement and blurs the screen. And 90% of the time if sunsinger is throwing a nade it's not in melee range. The only thing op about sunsinger is that damn melee shield after just a hit.
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  • Depends on the placement, oftentimes you can walk out of it. In addition, yeah, you're slow with no radar, but any other subclass using double charges on you would mean you're dead already. I'd rather be blind with a chance than have already lost. Having a ranged melee is annoying as well, there are severe drawbacks. Going to shotgun+melee or just melee and ending up throwing a smoke at a corpse or straight past an enemy when you wanted to stab them, or vice versa, wanting to smoke someone who's shotty rushing you and finding out the hard way that you're too close, meleeing them and getting closer when you're trying to flee. Lose your charge and the combo is gone, left with a crap grenade. Try and use your smoke while you're being rushed and it can make things worse. Wombo combo has loads of drawbacks people just ignore, but it's necessary because the grenades on NS are plain bad on their own. Not a single good one.

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    [quote]Depends on the placement, oftentimes you can walk out of it. In addition, yeah, you're slow with no radar, but any other subclass using double charges on you would mean you're dead already. I'd rather be blind with a chance than have already lost. Having a ranged melee is annoying as well, there are severe drawbacks. Going to shotgun+melee or just melee and ending up throwing a smoke at a corpse or straight past an enemy when you wanted to stab them, or vice versa, wanting to smoke someone who's shotty rushing you and finding out the hard way that you're too close, meleeing them and getting closer when you're trying to flee. Lose your charge and the combo is gone, left with a crap grenade. Try and use your smoke while you're being rushed and it can make things worse. Wombo combo has loads of drawbacks people just ignore, but it's necessary because the grenades on NS are plain bad on their own. Not a single good one.[/quote] I agree 100%, best thing I've read so far

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  • The only thing the sunsinger has is the nade. The whole super is built around it. And if you talk about ranged melee blink strike has the same damn range and with backstab will kill you. Yes I agree warlock melee is bs but the wombo combo is the single most bitch move in the game. You can't even shadestep out of a wombo combo. But if a firebolt is thrown you can shadestep right out of it

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    I have no issue with warlocks and their firebolt. I feel warlocks are 100% okay in my books. You're telling this to the wrong person, I'm pro warlock and support you

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  • Sunsinger has melee and nade, and it's been widely accepted that they have the strongest melee nade setup in the game. Considering that those affect near every encounter you'll have, I'd say you should have no complaints. In addition, blink strike isn't a ranged melee, nor is it the topic here. (FYI I've literally never run backstab, always fast twitch hungering blade). I agree the backstab hits can be bs, but they're not related to the topic, or even the same subclass. Mobility is what makes NS strong, the nades are weak and don't have tracking like bolts, or burns. The melee doesn't buff the user like a sunsinger, helping it win near every CQC. Only when used together are they ever likely to get a kill, or, see use at all tbh.

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  • But the wombo combo is a cross map grenade melee (yes smoke counts as melee) combo. Easily thrown in the exact same spot

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  • Trying to cross map both RARELY ever works, you'll see infinitely more success with a bolt+ shot from a primary thanks to bolt tracking and bigger radius and still have a melee charge up.

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  • It's so easy to cross map a nade in destiny.

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  • Smoke placement has to be dead on, it's easy with a tracking nade, not so much with the combo.

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  • That I will agree with but as long as just a smidgen of smoke touched you it leaves you out high and dry for enemy fire.

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  • While that's true, those are the situations you can walk out of the smoke with relative ease. I'm not here to argue about balance, honestly, in my opinion the sunsinger's melee and nade are overall much stronger, but that's balanced by the fact that singers are slow af and NS can evade like a mother-blam!-er. I think the gametypes you frequent may also change your experiences, but as someone who mainly frequents 3v3 gametypes, I'm infinitely more scared of firebolts than smokes.

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  • Yeah I'm more of 6v6. We can just agree to disagree lol

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  • Fair, that can definitely change your sense of balance. In my experience sunsingers are fairly weak for 6v6's but really shine in 3's. Ye sounds like the reasonable thing to do xoxo

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