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10/10/2021 7:42:37 AM
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Glacial Grenades and balance suggestions

Hello Everyone! This is just a suggestion post as to what I believe would be a good way to balance glacial wall grenades in PVP since they are a hot topic currently. Feel Free to put your own suggestions below! I believe that a good way to balance the glacial wall grenades in PVP would be to change them so they work like Titans Incendiary grenades, Make Glacial Wall Grenades have a delay on triggering! With this delay, it would open up counter play opportunities, one of the reasons why Glacial grenades are so strong is they have no counter play other than not being close enough to be grenaded, and why panic shatterdiving is so common. The Glacial grenades are instant and will almost always lead to a kill, the only other grenade in the game with the same kill potential is Tripmine which requires much more skill to use correctly to get a kill. The delay in spawning the crystals would lead to more tactical thinking on how to use the grenade, and also at the same time limit the panic use factor of it, while still maintaining the raw power it currently possesses.

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  • Bungie know how they’re nerfing them and the nerf is coming on December 7th. Really no point in talking about it anymore until then.

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  • Edited by High Charity: 10/12/2021 2:09:29 PM
    Sure, once Dunemarchers and CotFS get nerfed first.

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  • Glacier isn't the problem as the top comment said. Change the fragments or 2(3) things I think would help in order of my opinion on what is most balanced and helpful Slow person shattering crystals on impact creating a massive risk and making it hard to get away clean Shatter dive consumes dodge and has a cool down before Regen starts like bakris. Can only freeze one target chosen by closest to center. Unfrozen combatants take reduced damage(~30-50%)

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  • A stock glacier has 5 crystals that deal 55 damage each with heavy falloff. In theory you can do a max of 275 damage but that'll never happen in practise since the glaciers are too far apart and realistically totalling at around 215 damage if they are hugging the centre of the glacier. Fissures adds an additional tick of 22 damage per explosion (that has it's own range profile) making the max possible damage 385 but again, that won't happen since even if you are standing by the centre crystal, the falloff of the outer crystals comes into effect, and can only kill a 52% DR super if they have 0 resilience. Touch of Winter throws all of this out of the window by not only adding an additional crystal but also changing the formation to a more tightly packed hexagon. Total damage is now easily achievable while dealing a total of 330 damage and 462 with fissures with a bigger freeze radius. Don't nerf glaciers, it'll nerf the dive combo but it will nerf the other two classes more (especially Behemoth). The point of this is to counter those who use the argument "Don't nerf the dive, nerf the nade instead". P.S. These numbers are on unfrozen targets, if you are performing any of the following moves, you'll incur a 90% shatter damage reduction: Shiver Strike, Howl of the Storm, Glacial Quake and Shatterdive.

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    • I honestly would be down for them to not be capable of freezing, as that isn’t there intention (crystal shatter damage is) and the bonus damage you get from the target being frozen on top of the crystals is quite a lot. At base (no fragment) a set of crystals would deal 275, but an additional 250 (shatterdive) or 240+ (cryoclasm/ ticks more than once if they survive the first) when shattering a frozen target. I’d also be down for a reduction in the efficacy of fissures and shards Fissures could work like roaring flames (kills amp stasis damage) and shards could just have a lesser benefit.

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    • My suggestion is that the glaciers takes time to form in stages based on and deal damage based on crystal size accordingly. That way if a hunter were to throw a grenade and shatterdive immediately the damage would be minimal and the target would survive. If the crystals are fully formed at the time of the shatterdive it would kill even a super.

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      • Here is a simple solution. Whoever breaks them is the one who does the damage so best be sure you'll be able to break them first if you use that skill. Other grenades can hurt you. Why not this?

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