Chemical grenade Hive Scum

This needs to be nerfed. That damn grenade deals a colossal amount of damage and doesn’t require any brain power at all; you just throw it and that’s it, everyone dies. While others choose the “firecracker” or, pardon me, the “rocket launcher.” and actually experience some challenge in close combat and earn their damage, the guys with the chemical grenade are just haha. One grenade and everyone’s dead.
The damage from this thing needs to be toned down, because it’s completely weird.

P.S. Maybe I’m misunderstanding something, but why do those who worship “Grandpa” suffer from poison at all? o_O

P.S.S. Google translation, I hope my whining is clear.

No, they require teammates having the smarts not to kite enemies away from the tox pools. But indeed, it makes the other options much worse choices, and I have to use them somehow for the penances

In most cases, most fights take place in closed rooms and corridors, even during the current event. Yes, there might be a few problems on open maps if, as you say, your teammates are leading the crowd away, but! We have four grenades. Four! And if we also have a veteran who takes the grenade talent from the ammo crate, it becomes a complete clown show.

There’s many poisons and toxins, being immune to one, does not make immune to others. Also nurgle only pleased by scum using toxins, it’s a god that can’t lose because everyone will get sick,die and rot in the end.

That’s a big IF. I feel 90% of vets are the real scum because they don’t take it.

Which I think some do just because they want to, you know, actually engage with the game.

Things like Smite, Tox Bomb, you know - stuff that nullifies the actual gameplay, are broken to the point of not being fun. Not that I even think Smite is OP at this point, power creep has done a lot.

Some - yes, but I guess those are a minority.
I’m not s fan of these gameplay-stopping mechanics myself. I said many times that smite needs to be reworked, and shock mines and tox grenades could have their duration about halved so they create some breathing room, not kill zones.

yeah these make it a little too simple to roll all the mobs of elites that appear. yet another loadout to avoid if you want to do the malestroms with extra blitz. 6 chemical grenades…

I actually believe chem bombs are fine, you can’t regenerate them

I’d anything Zealot firebombs need a buff :v

But other than that, I’d say that rocket launcher needs a mega buff and made into an ult

Blackout is a good blitz already

I do agree that it needs a change, but not in the way you suggest. In fact, I think the approach you are taking is part of the reason the game ends up with so many balance problems.

A better way to handle this, and honestly the entire game and its classes, is to give every option some form of regeneration and then balance them by how many charges they can hold and how fast they regenerate.

For example, take the gas grenade. Give it a maximum of 2 charges with a 120 second cooldown per charge. It stays very strong, but now you have to use it smartly.

For the rocket, give it 4 charges with a 45 second cooldown per charge. That alone would make it much more reliable against crushers. ( you could argue for it to add brittleness on hit )

For the flame grenade, 3 charges with a 60 second cooldown makes sense and follows the same logic.

Ogryn grenade, 2 charges 80s Cooldown. , you get my point…

I am not saying they should never be changed. Adjustments are fine. But every time again and again, enemy need a buff, weapons need a nerf, bugs happen when they change a damage number etc. It has created so many problems for the devs, us and the overall powercreep in the game.

My god this took a lot longer than I would have guess to get posted on the forums, but yes the tox nades are the overpowered setup for the class. But it is the only interesting option currently because the other options are run desperado with either of the incredibly mid left or middle keystones or be foolish enough to run rampage in its meh-tier state. So you really can’t blame people for spamming the med kit/tox nade gimmick.

So the Blinder grenade that barely kills anything with help from another Talent would get double the cooldown of Immolation grenade that can wipe a room with Uncanny?

w=452

Ogryn Frag bomb and box of nades regeneration come to mind

I did not mention the blinder, but to clarify, every blitz should have regeneration rate of 1 per xx seconds, and the cooldown and number of charges would be the way to balance them. i did mention the gas grenade, which is on the right side.

Second, the blinder grenade currently does not synergise with Pocket Toxin, because toxin kills do not count toward the required 20 kills.

I hope to god they don’t add grenade regen to all classes and blitzes, it’s a totally unnecessary and homogenizing change. different blitz choices should feel different in gameplay rhythm and texture.

First game I had with tox bomb scum I did a double take thinking I accidentally booted up Borderlands

So essentially what you are saying is that you want all blitzes to perform on the same level, because without cooldowns or charges to balance them they can only be adjusted through raw power. That is exactly why I think a charge and cooldown system makes sense. It keeps each blitz unique in how it plays and feels, while still giving the developers room to tune the stronger ones down and bring the weaker ones up. Otherwise you end up with some blitzes feeling useless and others overtuned.

We are already seeing this with Arbiter and Veteran.

As someone leveling a Hive Scum, this seems to be its only redeeming factor.