The Bleed Grenade is absurdly overpowered and universally viable. Its area-of-effect damage can swiftly mow down hordes of Scab Gunners and Elites alike, while the massive bleed damage it inflicts poses a significant threat even to Bosses. How is such a potent item, when paired with talents, available every 60 seconds? Meanwhile, the weaker Armor-Piercing Grenade is locked behind a 90-second cooldown. Is the Bleed Grenade genuinely balanced?
agree
This doesnt seem true. Just tested the shredder grenade in psykhanium on auric stats:
Thrown among rager/shotgunner group , it took the scab rager and the shotgunner to maybe 70% health.
Thrown agaisnt repear , who has same type as monstorsities, took again to maybe 70% health. And the monestorites have much more health.
Thrown against crusher, it took maybe 5% health of him.
Thrown among the gunner/plasma group again took them down to maybe 70% health, with the mauler barely touched.
If they are tightly packed, you might kill a number of them with 2 grenades, but its best case scenario and you must use 2 grenades.
So what you described is pure fantasy.
uncanny got nerfed which indirectly limits what the frag can do. bleed has bad anti armor properties
in other words the frag DID get a massive nerf via the uncanny change
edit: will get
Conveniently ignore any interactions Shredders have with Strength Blessings, Rending and Lethal Proximity ![]()
Rending is done with this patch. Also you a desribing problem with blessings not the grenades themselves. Kraks also im sure have interactions that buff them.
Is this some balance bot or something?
He’s probably trying to ask for nerfs to stuff often used by sweatlords to spite them (payback for recent nerfs, basically), what he doesn’t understand is they are more than happy to use severely underpowered weapons and still win. So probably not the best tactic to fight back.
I wouldn’t say shredder frags are busted but if you chuck your whole stock of em at basically anything, including armored enemies, they die pretty quickly. Considering nade spam is a trademark of Vet, I’d say they’ll be stronger than Kraks after the patch.
kraks end up stupid because melee elites stand inside the blast zone of a krak when you throw it at the bulwark mob. one kill isn’t a balance concern, but getting 2 or 3 crushers/bulwarks at once sometimes more is. since infinite cleave is never getting nerfed, they needed to do this.
I actually think the nerf to the Krak Grenades didn’t hit the mark at all.
A 90-second cooldown simply doesn’t curb how OP it is.
There’s another grenade-related talent that gives the Veteran a chance to gain a grenade every time they kill an elite enemy.
Quite often, when a wave of Ogryn Crushers charges in, the Veteran can throw out their Krak Grenades and immediately refill their grenade stock right after.
At the very least, I think it should work just like Demolition Stockpile, with different replenishment chances for different types of grenades.
They reduced the number of Ogryns, this change means there are less armored elites for this talent to proc.
Less ogryn elites doesn’t necessarily mean less elites.
You generally want to throw 2 frags at a time because bleed damage per stack scales with the total stacks. 12 stacks is more than twice as strong as 6 stacks. Even without taking the +1 grenade talent, that will still leave you with 1 spare for emergencies and have space to recover from both Demo Stockpile and Demo Team without overcapping.
Yeah. I think they should nerf reasonably demolition team too. Maybe to 4%? Just make it a bit weaker.
easiest way is to add cooldown like 5 seconds, so it couldn’t proc several times in a row
Just normalize it to every X elites with an CD.
Or greatly reduce the killing power/aoe of shredders and kraks (whichever applies) and then up the proc chance of Demolition Team.
Or remove both grenade regen talents and bake it in to the blitzes so they’re their own thing.
More than one way to skin a vet main i mean cat.
I still want to see post patch balance first, who knows, maybe in a post Uncanny vs Crusher Wall world vet nade stuff won’t need a change. Or maybe the damage reduction of Rotten Armor will get borked and Shredders will just win the game harder than Boom Bringer.
Which in a way highligts how absurd the whole nade debate actually is due to the carapace fixation and people fighting imagined and purely fictional hordes of Crushers.
Because if we go just by the amount of sheer pure damage and the amount of kills done, then the frags are already objectively superior by a rather wide and significant margin, before we even mention the better synergies with certain talents from just the quantity of potentially affected targets!
Secondly, the actual nerf is so miniscule there’s no reason to assume anything really changing about Krak to begin with!
The nade that very likely never was the strongest will remain the strongest kind of situation ![]()
