How do we want to nerf Thunder (If at all)


(GeekyNerd_FTW) #1

Wanted to know which direction y’all would like to go in once the genral consensus is that he’s a bit too powerful.
Begin your comment with;
“A” if you think the blindness effect of the grenade should be tweaked.
“B” if you think the slowness effect of the grenade needs to be tweaked.
“C” if the cooldown of the grenade needs to be tweaked
“D” if thunders health/speed should be tweaked
“E” if you think Thunder should not be nerfed
“F” if your are in the “other” catergory


(hoyes) #2

C most definitely and A can be worked on to be less forgiving. Personally, I just want it to be more avoidable/predictable in most situations (so F), as well as encouraging positioning even more so.

What I have deduced over time is that the skill gap (or at least the intended one from SD) is positioning and a sense of map knowledge when throwing the nade. Throw it within your line of sight and you get flashed, potentially drawing out time for no good reason(unless your team is there), which is probably why SD have not increased the cooldown yet. It is very easy to waste a nade, but at the same time, does not punish you enough FOR wasting it. with a 15 second CD and a max 6 second concussion, you are looking at a realistic cooldown of 9 SECONDS. No merc provides the amount of power Thunder does at such a low cooldown, hence I want it increased.
My proposed changes:

-Increase CD to 18 seconds (effectively reducing conc usage by 20%)
-Increase volume of conc by 20%(Makes it a bit more predictable)
-Make it so the fuse only activates when it the conc hits a surface

This makes the conc similar to a nader nade that blows up after a given time. Now nader nades are very easy to avoid when they are spammed at a low angle onto the ground, but if they are positioned correctly they are difficult to avoid. What this allows is for Thunder to not be able to use his conc as effectively at close range, where it will have at least a bit longer fuse timer.

If a Thunder were to throw a conc in a 1v1 when he is losing, you would have more time to avoid the brunt of the effects ( probably the flash) , giving you enough time to look back and kill the Thunder. Then he is struck with an 18 second cooldown.

All in all, this will encourage more skillful conc usage and positioning, where you angle yourself in order to throw the conc against a possible wall to hit the enemies and avoid your own flash.


(Guziol) #3

“A” if anything. I only want the double-triple blurry vision to not be as horrible when i saw it coming and turned around to not get flashed.


(MisterBadmin) #4

B,C,D, and/or F

B - Slow Change
I’d like to see it be a lot less like hard crowd control, because not having control in an FPS isn’t enjoyable. To that end, I’d like a flat movement speed reduction (something on the order of 40, which reduces Aura/Sparks to Phoenix) , rather than the current 99% that effectively makes everyone stand still for a moment.

C - Cooldown Change
I’d like to see it in the range of 22-25 seconds, depending on other changes.

D - Health/Speed Change
160 health pineapples.

F - Other Change
Stark nerfs.


(GatoCommodore) #5

[quote=“jooshoyes;c-223878”]C most definitely and A can be worked on to be less forgiving. Personally, I just want it to be more avoidable/predictable in most situations (so F), as well as encouraging positioning even more so.

What I have deduced over time is that the skill gap (or at least the intended one from SD) is positioning and a sense of map knowledge when throwing the nade. Throw it within your line of sight and you get flashed, potentially drawing out time for no good reason(unless your team is there), which is probably why SD have not increased the cooldown yet. It is very easy to waste a nade, but at the same time, does not punish you enough FOR wasting it. with a 15 second CD and a max 6 second concussion, you are looking at a realistic cooldown of 9 SECONDS. No merc provides the amount of power Thunder does at such a low cooldown, hence I want it increased.
My proposed changes:

-Increase CD to 18 seconds (effectively reducing conc usage by 20%)
-Increase volume of conc by 20%(Makes it a bit more predictable)
-Make it so the fuse only activates when it the conc hits a surface

This makes the conc similar to a nader nade that blows up after a given time. Now nader nades are very easy to avoid when they are spammed at a low angle onto the ground, but if they are positioned correctly they are difficult to avoid. What this allows is for Thunder to not be able to use his conc as effectively at close range, where it will have at least a bit longer fuse timer.

If a Thunder were to throw a conc in a 1v1 when he is losing, you would have more time to avoid the brunt of the effects ( probably the flash) , giving you enough time to look back and kill the Thunder. Then he is struck with an 18 second cooldown.

All in all, this will encourage more skillful conc usage and positioning, where you angle yourself in order to throw the conc against a possible wall to hit the enemies and avoid your own flash.[/quote]

This

other than this is just BS


(watsyurdeal) #6

Remove the Flash, add damage to the concussion instead, so basically you get a nade that deals light damage to enemies and affects their senses, but does not outright kill them.

It’d be a direct counter part to the Frag.

The Flash simply doesn’t belong in this game, the speed you move at makes it impossible to dodge the Flash Bangs since you literally have to look away from them, and it’d be hard to code the flash lasting less based on how far you are from it, the angle, etc.

To me, I feel like it just doesn’t fit this game, another one of those things added to make it more in common with Counter Strike.


(pumpkinmeerkat) #7

A, C, D, F

Remove flash effect. Longer CD. Reduce HP (160 or 165).

Concussion grenade should be buffed to damage or destroy deployables within a certain radius. Should not damage players IMO. Phantom should get an EMP throwable (knife?) rather than have EMP tied to cloak/armor.


(everlovestruck) #8

G: add cooking


(TheStrangerous) #9

F: The dizzyness effect.

There is one in DB, when you get his by conc from behind.


(OwynTyler) #10

ABC


(SaulWolfden) #11

Remove the blind effect entirely, buff the distortion effect instead. Say like the effects of a stinger grenade from Swat 4.


(JonBongNoJovi) #12

Thunder brings to mind a more sound based ability , more deafening/ disoriented effect , lose the flash effect and it would be more manageable , also agree that a extended cooldown is needed .


(OwynTyler) #13

Remove his grenade entirely

also a good variant B)


(everlovestruck) #14

If they removed flash from the Concussion grenade, there would be a fair amount of sense in reviving Dazzler and giving him a flashbang [spoiler](and also 2 primaries :blush: )[/spoiler]


(Reddeadcap) #15

Imho remove blindness and base it just on a mouse movement/movement spees debuff based on how close someone was the blast.


(JJMAJR) #16

F - Thunder becomes a sniper Assault.

Whether you take this seriously or not, it’s up to you.