We posted about Frag Grenade removal before the actual update, here: http://forums.warchest.com/showthread.php/37165-Dirty-Bomb-Closed-Alpha-Progress-Update-August-6th-2013
[QUOTE=Anti;460532]Frag Grenades and Unique Abilities
We expect this next decision to be quite controversial, but it’s one that we think is worth testing. As part of the next update we will also be removing Frag Grenades from each character’s load-out.
Up until now frags have toed the line between being useless and being better than many of the character defining abilities in the game, and they have actually detracted from a character’s intended role in many cases.
By removing the frags from the build we hope to be able to do two things:
[ol]
[li]We can give the frags back to a few specific characters and make them suitably powerful as a result.
[/li][li]We can improve the quality and power of many of our other AoE abilities to the level they should be at, without having to worry that the game will become spammy.
[/li][/ol]
Interestingly, it’s so far helping us to identify which characters have underwhelming or lacklustre abilities - the air strike is a good example of something that should be just as effective as but different in purpose to a frag grenade. If we take frags away from characters that should be appealing because of their unique skills, it forces us to fix the issues with those skills.[/QUOTE]
I’d like to emphasise that ‘spam’ reduction is not the main reason for testing this change. The main reason (in my mind) is that frag grenades were/are more powerful than many abilities and detract from the uniqueness and differentiation we’re trying to achieve with characters. Also being ammo-based meant they were inconsistent with every other ability in the game.