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Edited by sergantsnipes05: 3/6/2016 11:11:14 PM
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You are essentially one shot for 10-14 seconds. It's way too long and on top of that they have high range and auto targeting for an entire 3v3 team. Sunsingers are the best subclass for 3v3 and their win rate being higher than every other subclass in ToO is a great example of that
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  • I think you're thinking of hunters. Who are immune to grenades

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  • Not to mention that by time you've recovered they're half way to having it again (if they have max discipline)

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  • So what? Each class has its strengths and weaknesses. Sunsinger requires two nodes just for grenades to be USABLE!!! If grenades get nerfed, that will honestly ruin the sunsinger class completely. The most I'd find reasonable is a Viking funeral nerf of like 2 seconds, and 2 damage per tick.

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  • Shall we compare the base grenades of Sunsinger vs Nightstalker? Bladedancer? Any class? Fusion>all other sticky grenades because of its guaranteed kill and tracking, much better than Firebolt=arc bolt (without ToF or VF) Solar=Vortex, Pulse To begin with the class has better grenades than every other class, so why is it not overpowered for the class with the best grenades in the game, to have a further advantage on top of that using two perks? Several classes have to use at least one perk to make their grenade better, and some need two perks as well.

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  • Yes cuz radiant will angle of light and extra nade are decently worth vikings funeral and touch of flame right? Just about as useful as throwing invis at the enemy lol.[

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  • But what about the fusion of solar?

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  • i don't care if it took all the nodes, the amount of subclass nodes is irrelevant when it is overpowered. Those grenades would still be great even if they only did 100 damage max

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  • [quote]i don't care if it took all the nodes, the amount of subclass nodes is irrelevant when it is overpowered. Those grenades would still be great even if they only did 100 damage max[/quote] ^ You just made your opinion irrelevant. It does a total off 157 damage. If you nerf it to 100 then tripmines damage should be nerfed, incendiaries should be nerfed and magnetics should have to have both explosions go off to kill someone.

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  • Edited by sergantsnipes05: 3/7/2016 8:54:49 PM
    Tripmines, incendiary, and magnetic grenades don't have auto tracking for an entire 3v3 and require something resembling skill to use properly. If It did that 160 damage right away there wouldn't be a problem but it does it for a ridiculous amount of time which is what makes it broken. What I said didn't invalidate my opinion at all. They nerfed both arcbolt and firebolt but only arcbolt felt the nerf because of Viking funeral.

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  • Edited by Dexter307: 3/7/2016 1:49:29 AM
    The grenade is "usable" without any perks. With both perks it is completely broken. Viking funeral needs to be removed and/or reworked.

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  • [quote]You are essentially one shot for 10-14 seconds. [b]Yeah, but running and telling teammates you're dying helps.[/b] It's way too long and on top of that they have high range and auto targeting for an entire 3v3 team. [b]So do almost all other grenades.(Fusion, lightning, Swarm, Spike, etc.)[/b] Sunsingers are the best subclass for 3v3 and their win rate being higher than every other subclass in ToO is a great example of that [b]Show me the evidence that they have the highest win rate.[/b][/quote]

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  • Um, do u even trials br0?

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  • I do, and my invective has some nice things to say to 'em. I just ask for proof. I'm sure they do have a high win rate.

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  • Self rez is not what I mean. Its the nades + the burning perks that are too strong especially in small game modes like these.

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  • actually only the bolt grenades and skip grenade are auto targeting genrades, the rest are not. Skip grenade tends to target only one person while the warlocks have auto targeting grenades on every subclass. Dying is dying, doesnt matter if you happen to die in a nice place. burning out over that long forces you out of the fight for the burn duration and the revive time. DoT of even a little bit like with the incendiary grenade is pretty strong as it is but how long the burn lasts on sunsingers is just insane. Go to guardian GG and look at the win and k/d stats of ToO and sunsinger. Players using VF, ToF, with firebolt grenades are hovering around the 60% win rate while none of the other classes really have skills that hit the 60% win rate aside from hunter control jumps and a few bladedancer perks. Better yet, sunsingers wearing light beyond nemesis sit at 57% win rate which is much higher than the other classes wearing fast res gear where the others sit around the 50-55% win rate.

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  • [quote]actually only the bolt grenades and skip grenade are auto targeting genrades, the rest are not. Skip grenade tends to target only one person while the warlocks have auto targeting grenades on every subclass. Dying is dying, doesnt matter if you happen to die in a nice place. burning out over that long forces you out of the fight for the burn duration and the revive time. DoT of even a little bit like with the incendiary grenade is pretty strong as it is but how long the burn lasts on sunsingers is just insane. Go to guardian GG and look at the win and k/d stats of ToO and sunsinger. Players using VF, ToF, with firebolt grenades are hovering around the 60% win rate while none of the other classes really have skills that hit the 60% win rate aside from hunter control jumps and a few bladedancer perks. Better yet, sunsingers wearing light beyond nemesis sit at 57% win rate which is much higher than the other classes wearing fast res gear where the others sit around the 50-55% win rate.[/quote] This is all because of the atrention brought to sunsingers. Because YOU all claim its op causing more and more people to use it.

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  • It is op. If you can't see that you don't understand the ridiculous advantage DoT has in a game like this with such small health pools. The grenades with just touch of flame are fine. It's Viking funeral that puts sunsinger grenades and melee over the top, giving it hands down the best neutral game. The only effective and consistent counter is to use shadestep at the right time

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  • This is true. But if no one used thorn, and it was op, would it be okay?

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