There's very little you could do to these without breaking them but for those wondering, here's why so many people in this community are having problems with them. Note: This does not necessarily mean that I am asking for a nerf to these so I can do better against those players. Im just stating my thoughts on the situation and hopefully providing a possible solution to a much wider problem than what is actually present. I may miss the mark here and there but I mean well.
Every other grenade in the game gives you some sort of reaction time. Even before the firebolt nerf you could still put yourself in a position that was more beneficial for the team.
Skip, Swarm, and Scatter grenades can be run from even when the tracking is to harsh(*cough* skip *cough*).
Suppression, Incendiary, and Flashbang require strategic placement and aiming for them to do good damage and even still at least give the player even the smallest of chances to get out of that situation alive.
Spike, lightning, and tripmine(now at least) grenades don't automatically kill(most of the time) so the player can still escape just before they reach their DOOMMMMMM.
Arc, fire, and axion bolt grenades don't require as much aiming as the others but won't kill out right and don't stop the player from being able to run away to safety.
Pulse, Vortex, and Solar grenades... Well you already know what you can do with those. Lockdown maybe? Yea that's it. Lockdown.
Storm,... That Sunbreaker one, and voidwall. Again, lockdown with some having some other useful properties.
Fusion, flux, and magnetic grenades don't share those qualities. Yes they do require some sort of aiming but the magnetism makes them a bit too easy to throw when coupled with their strength. The thing is, those grenades don't give any sort of reaction time. It's either they miss and you live, or they stick you and you die. That's all there is to it and you're just supposed to accept that. People want time, they are tired of the rein of all the one hit kill weapons in the crucible. It's frustrating to not get a chance to actually fight when people use those one hit kill weapons willy nilly. That's all this is about.
We the people want to have fights where there are opportunities for both players to win the battle, not just straight up beat downs where we have no chance and no choice but to accept said beat downs. Honestly, I want this too but I also don't want this to push Bungie to constantly be changing something for the will of the players. PVE and PVP should be separate; however, when they are separate every little change shouldn't automatically be dictated by the smallest of whines that come from the community.
There needs to be a thought process through everything. You have to consider all effects a change would have. Take the burns for example. Currently the burning mechanic has been made near useless. The only burn I've seen actually do anything now is the sunbreaker burn melee - WHICH IS FINE! Heck, even the fire from the Cabal jets has been ruined. YOU CAN STAND IN IT AND CONTINUE TO HAVE FULL HEALTH NO HOW LONG (seriously go do the Bond Brothers strike and stand in the Jets that appear with the tank; you'll see what I'm talking about). I'm pretty sure you messed up if that is even an issue. You messed with burning but completely neglected how the entirety of destiny game world utilizes it. That's not how things like that should work.
That's not how anything in this game should ever work.
In short, the issue with sticky grenades is not the idea of the grenade itself. It's the fact that it gives players an incentive to not need to respond when they are stuck even at full health. Give the player being attacked some ability to respond to it being thrown - by slowing down the speed it can be thrown at(in PVP playlists excluding Mayhem) or getting rid of the magnetism towards other guardians(in PVP playlists excluding Mayhem) or something - then the issue/frustrations many players have against said grenades will be fixed.
Edit: Ok... Why did the frustrations tag get so bugged???
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Lol I wanna see the outcome with more people.