The easiest way to balance this, would be to make [u]glacier grenade crystals[/u] have a brief startup animation, akin to lightening grenades, or axion bolt grenades.
You would throw the glacier grenade, Stasis mist would begin to form around a small area - until spikes shoot out, in its traditional, or enhanced form.
Giving players (who’re caught in its space) a chance to avoid the crystals, & potential shatter dive combo. This would effectively remove the ability to instant shatter dive on panic, or aggressively push an opponent with that specific ability.
Yes | No ?
Edit;
[u][b]I’m seeing some really good suggestions, such as:[/b][/u]
• Making shatterdive consume a melee charge
• Making shatterdive require a running start
• Requiring Glacier Grenades to be fully formed before shattering
All great suggestions guys. The rest of you, you probably wanna keep hitting that drawing board. I still appreciate your take(s). :-)
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Honestly, as someone who usually plays hunter and almost never plays stasis, shatterdive is substantially fine. Its fundamental issues are aggressive plays and 1-shot versus supers. That said, the balancing shouldn't render it dysfunctional. Severely penalising the effective mobility, around a "-30", of the fragment (not the shatterdive aspect, the grenade enhancement ) should sufficiently combat the aggressive play of it without any meaningful impact to PvE. Additionally a slight, and I mean slight, damage nerf to ensure supers cannot easily be one-shot. Sub T2 resilience should not a one-shot to supers imo. Note: "effective mobility" means your mobility stat and the sprint speed.