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Everything posted by Tekken
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Yes I have experienced this issue 3rd time and unfortunately only soulution seem to be waiting. But it can happen for more than day or longer, and it happens randomly so its not like it wont happen to you again, thats the big issue I have with it. Once it happens you just cant do anything. No idea what could cause it. Would like to see some official statement about this but I doubt there will be an official info about this or reason why it could happen or how to prevent it/ fix it.
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Infinite Loading Screen Issue !
Tekken replied to Tekken in Infinite Loading Screen Issue ! Game Discussion
Its about time to create official topic on this issue, its been here for more than month ! It can randomly affect anyone, does not matter whether you are playing on client or browser. Ince it happen there is not know quick fix. Clearing all the cache and cookies is not helpfull. It can affect your ability to play game for hours or even for days ! It can prevent you to log-in to your account , ending up as a System Error - Cannot load resources , ResourceLoardException ID: XXXhttps://ibb.co/qYw7xRnQ (screenshot of the problem) Its not only me, its many players, there should be official statement and quick fix, alongside with ToA, many people actually buy premium or have daily rubies pass and once inifnity loading screen happen you can lose rubies or days of premium bough for Tankoins (real money) Why have not it been announced and recognized as an oficial in-game problem thats being work on??! Please do not merge this topic, let it be there for other players to respond and perhaps contribute with actual solution that might work ! Thank you. -
Infinite loading screen is new main problem I am facing with tanki , they should really fix this... Its not problem at our side, I cleared all the cookies and cache , tried different browsers and client and nothing works... you can only wait ... I wonder why we dont have any official announcement about this issue .... everyone is silent... its happening randomly.... sometimes I can play without any issues but other players have that issue and sometimes I cant play while others have no problem
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happy BD tanki, thanks for gifts ?
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Hello, we all know how bad Titan OD is because of grenades and how every other overdrive can cancel it. I have been thinking about how to improve some of the features of Titan OD and how it could interact with other Hull ODs or possibly grenades/chaos dmg. The biggest problem seem to be almost opposite effect of protective value it should provide. Everyone can cancler titan OD with other OD without any loss. Here is how I would change interaction between some of the ODs and titan OD. Hunter OD - Old interaction - Hunter will cancel dome, deals dmg , and status effects. -> purpose of dome is none , its completely inferior to hunter OD. New interaction - Hunter will cancel dome but dmg and status effects are abosrbed. -> purpose of dome, it provide protection even if someone decide to cancel it, Titan OD is now equal to Hunter OD. Wasp OD - Old interaction - Wasp OD will destroy Titan OD and deals dmg depending on distance from 1K to 4K and applies burning status effect with +1 tempreature. New interaction - Wasp OD will destroy Titan OD, everyone in dome is protected against dmg and burning status effect. This works even if wasp bomb is in titan dome. Crusader OD - Old interaction - Cruader OD will ignore dome and deals 4K chaos dmg to whoever is in the dome and is directly hit by it or is in close vicinity. New interaction - Crusader OD will destroy dome but everyone in dome is protected against dmg and freeze/ap status effects. Ares OD - Old interaction - Ares ball can go through titan dome deal chaos dmg (most of the time kill all the players in it) New interaction - Ares ball will hit titan dome and cancel it. Deals no dmg to whoever is in dome, just like mammoth OD absorbs it, same happen here but those ODs will cancel each other. Dictator OD - Old interaction - none New interaction - It will cancel titan OD but player with dictator must be in enemy dome, supportive effects for team (like supercharged or heal) and freeze status effect for enemy team wont work. Paladin OD - Old interaction - none / it just applies jammer to whoever is close enough New interection - When enemy player with paladin OD enters titan Dome, paladin healing wont work and it wont apply jammer status effect. Titan OD - Works same as now, new one will cancel old one if close enough. Hornet OD - works same - applies AP/jammer Hopper OD - works same - deal 2K chaos dmg and stun everyone in dome. Mammoth OD - works same, destroys titan OD. With this new interactions I think it would be fair to slightly change purpose of Titan OD from absolute defense oriented role to more like supportive role for providing shield against other ODs. Here is how I would chane some of the paramaters Old paramaters: 90 % dmg reduction Heals 100 HP/s Radius 20m Duration 20s New paramaters 50 % dmg protection Heals 200 HP/s Radius 20m Duration 20s Chaos dmg reduction 50 % ( this is the only option to survive grenade meta) Impact force disabled against players in dome. With this new parameters players have now more options to fight against titan OD than just cancel it or throw grenade at it. 50 % protection is not enough to make everyone in it immortal, Chaos dmg reduction serve as option to survive grenades thrown at it. There are still grenades like Tsar that can deal 5K chaos dmg even with 50 % dmg reduction. Mortat can deal 2K dmg, there are plans for grenades that deals continuous dmg in small area (making titan dome even more useless than its now.) I agree that there are other ODs that deserve to be improved/changed like Mammoth OD and Dictator OD. Possibly Hornet OD.
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Gifts for TO BD are amazing I wonder why we have Parma remastered before Highland ? It was announced last year
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It was mistake to switch isida from support role towards attacking role, we have 4 meele range turrets that can do it better why would anyone pick isida? If someone wants to heal there are nanotech and healing emitters and if someone wants to attack then there is hammer freeze tesla or firebird... every single one better at it. Isida was perfect in between of those scenerios. Could help with attacking , could heal decently good, then there was augments oriented more for attacking role at the expense of healing and vice versa. (vampire nanobots - support nanobots) Juggernaut is not valid reason to nerf isida, I can literally use HE or nanotech the same way, instead of using isida dictator/hornet I will use them with viking OD to fully heal jugg. + there is always viking OD that can delete juggernaut in 2s so nerfing healing because of this reason seem to be stupid. In my opinion reason behind this changes seem to be locking healing behind paywall (only option is to get legendary augment) but I dont understand why would they do this, instead of making game more team oriented it just supports bold attacking. Instead of little buff for isida, like cone angle and perhaps better energy recovery for certain augments, they decided to ruin it completely. Instead of balancing long range healing they nerfed most balanced healing option and kept long range healing as it is. It should be addition for that turrets to be able heal yet its superior to isida in every aspect. Whole change for isdia seem to be quick without any second thought about outcome for many good augments. I hope they revert it back how it was because this is just bad and its horrible for every potential new players or fresh legend players who are sturggling to have kills. There was always isida and supportive role where many players could be usefull for team and learn more about legend matches without being useless. Now? You cant do that. Just another way how to make game more unplayable for occasional players.
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There is no reason to play isida for attacking purposes outside of pulsar now. Every meele turret does that job better, and healing is so bad now, focusing on it in the battle will end up tragically. How I would change Isida ? Back how it was before, it just needed better cone angle and perhaps better energy recovery for certain augments (vampire nanobots) thats it. It was unique and fun to play in many ways because of enough augments that required different gamestyle to work, not particularly OP in any side, good all rounder. Unless player decided to focus on healing (with the exchange for worse attacking) or opposite, focusing on attack without ability to heal. Worked perfectly. Now in this current patch, no matter how you look at it, isida will suck at healing with any augment + that particular augments that are ment to help with healing mode will suck at attack either. Attacking side does not seem to be so bad, but for me it is, and from the observation of first week I can tell that whole gameplay of isida shifted from all the augments towards few status effect just like I predicted... if anyone is playing with isida now its pulsar/emp or ap. I saw players using broadband, vampire or nanomass untill they realized that its trash and switched to another turret. Nerfing DPS for isida now means that every meele range player who you meet in 1v1 will kill you (unless playing with pulsar and get lucky for crit) and augments which still have energy consumption for attacking does suffer same DPS nerf, which is absurd. with the assumption that this changes will stays in game, this is how I would change augments. Support nanobots and Sustainable nanobots were both created for improving healing mode -> supportive role at the expense of attacking mode. With this in mind - Support nanobots Variant 1 Unlimited energy for healing, energy consumption for attacking, +100% healing crit chane -25 % dmg nerf. Variant 2 -50 % energy consumption when healing, +100 % increased healing, +100 % healing crit chance, -50 % dmg nerf. Energy recovery increased from 14s for full energy bar to 10s (pre patch) - Sustainable nanobots Energy consumption 50 per tick ( pre patch stock isida energy consumption for healing) Energy recovery 10s (not 14s) Attacking side - Vampire nanobots variant1 Dmg increased by 15 %, Energy recovery 8s, 35 % base dmg per tick = self heal variant2 Dmg increased by 15 % , Maximum energy in barrel -50 %, Energy recovery 3s, 35 % base dmg per tick = self heal - Nanomass reactor Ulimited energy for attack , recover 100 % energy on kill. - Shock nanobots Would add assist kill when supporting ally who kills enemy with dmg boosted OR increase healing from 50/100 to 75/150.
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first number is mk1-1 (base stat without any upgrade) second is mk7-20 (fully upgraded) But hopper does not have 3K hp but you probably put that as an example
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Isida now lack any good augment for healing, best option now is sustainable nanobots (which is now better version of support nanobots) and its mediocre at it. From making other augments desirable and appealing they just literally killed 3 augments that were unique in gameplay style - Support nanobots, Vampire nanobots and Nanomass reactor. Every augment had very unique gamestyle for isida and its just gone now. This update is making isida boring, it shifted whole gameplay from supportive oriented role where I could chose between 2 different options to simle bold attacking with occasional little heal. (most of the time with pulsar or status effect augments = 1 boring gamestyle.) Whole supportive gameplay style from isida is now gone because there literally is not any good healing focused augment right now. Here is how I would change some of the augments that you guys made unplayable. Support nanobots should have back +100 % increased healing because isida deserve to have crystal augment focused on supportive role (one that is actually decent at it) Vampire nanobots should have increased dmg by 10-20 % and reload decreased from 14s back to 10s or perhaps even a little lower, ideally to 8s. Because that was main issue with it. Nanomass reactor - unlimited energy when attacking, when you kill target you will replenish 100 % of energy that you can use for healing. Sustainable nanobots - energy consumption when healing -100 % Sock nanobot injection - this augment fits support role better than attack, so I would increased healing to 75/150 and kept -50 % energy consumption And I would consider creating augment thats heavily focused at healing with boosted healing and unlimited energy when healing but weak at attacking (yes support nano v2) You cant make this augment OP because isida has always indirect nerfs built in it. (weak range, high focus from enemies , weak for attacking = easy target)
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Isida Healing mode - limited range, limited energy, 14s reload, worst heal per second. You can heal maximum 10s with healing augments (support and sustainable nanobots) and you either have 50 % dmg reduction or have limited energy when attacking with increased reload by 40 %. - almost zero usefulness now Shaft HE - unlimited energy, unlimited range, better heal per second than isida, hit scan, sniper mode option to kill or heal massive dmg. Good reload/heal ratio. and you have only -15 % dmg and +15 % reload , you can hide and heal from distance, you have still good dmg potential. Thunder Nanotech - unlimited energy, unlimited range, healing is not reduced by distance, highest heal per sec, option to deal dmg while healing, splash dmg. You dont have dmg, splash area or shell speed penalty, your only penalty is crits disabled (negligible) Very good healing and dmg potential. Dont forget to sell us new isida augments that will be like old ones with new coating and name
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You killed isida with this changes , I main isida and I am not like most of the isida players, but with how things looks with this patch it will suck on both sides. In short, for whoever does not wanna read whole message They killed healing mode by how fast energy is consumed, few good augments for healing are now trash or mid at best (weaker than before) Attacking mode in first glance seem to be good, unlimited energy at the expanse of DPS ? Lacking any good DPS will result in quick death against any other meele and it does not matter if you have unlimited energy , you would not even use half of the energy bar and you would have been killed with this reduced DPS. In order to use unlimited energy benefit you have to win fights which will be harder than before. Best attacking augment for isida (vampire) still has limited energy like before but has now reduced DPS. From the whole idea of making more gameplay styles for isida appealing I can see only status effect augments to be somehow decent for isida after this patch, support nanobots, nanomass reactor, sustainable and partially vampire nanobots are now useless or weaker. This patch will only promote gamestyle with pulsar and other status effect = in conclusion its opposite of what they wanted to achieve. Nerfing healing mode for isida seem to be like big nonsense. With augments like nanotech existing and being untouched. Option to heal 3600 HP in just 2s, ulimited healing range, unlimited energy, option to deal splash dmg while healing, no reduced dmg or healing, same splash radius as stock is in the eyes of devs balanced yet isida with limited energy, limited range, option to heal 1600 HP in 2s weak cone angle deserves change and nerf. I think devs wanted to issue probems with healing meta but addressed this problem in the worst way possible, isida was imho the last factor which contributed to healing meta being toxic or out of control. The only one bad factor was ducklings healing jugg but you can do that with nanotech or HE either. Now longer version how this update killed isida Healing: Before this patch, we could use 2 good augments for healing to somehow compete against long range healing augments (nanotech and healing emitter) Support nanobots - great healing potential, but limited energy, limited range and halved dmg - you can heal allies very good but you are unable to do it endlessly and most of the time you are primary target. Sustainable nanobots - average healing potential, better range (more options to hide yourself from enemies) and option to defend yourself at least against one enemy with the high energy consumption. weak cone angle make this augment harder to play. it still has limited energy. After this patch both of these augments are useless. Support nanobots - so now in conslusion -50 % energy consumption with the new change energy consumption when healing from 50 to 200 per tick its still nerf and basically means it will consume energy twice as faster than STOCK isida before this patch , but at least you kept reduced dmg by 50 % for it so nobody will have to use it ever again. Sustainable nanobots - same applies, before this patch STOCK isida could heal 2 times longer than sustainable nanobots despite the fact that this augment has -50 % energy consumption when healing. Yet attack mode for this augment will now have reduced dmg from 290 to 260 per tick and it will STILL consume energy like before. Conslusion - mid at best, barely usable for any purpose (healing or attacking) With the 14s reload instead of 10 this augment will be reloading simulator unable to heal, unable to attack, constantly out of energy. Nanotech remains untouched and is still incredibly OP in terms of healing and also in terms of dealing dmg. HealingEmitter has sniper mode where it can heal massive dmg, it has hit scan and good ratio between amount of healing/reload speed making it reliable as an healing option. Both of those augments have unlimited energy in terms of healing - you can heal 12m without interuption if healing output is higher than dmg target you are healing is receiving, with isida this is impossible. Attacking: in the first glance looks promising, unlimited energy yey, but in real battle? You will lose all the fight against other meele ranges because of low DPS , even before this patch it had weaker dmg, now difference is even bigger. Energy is ulimited but what does it matter when you die first without option to use it on other targers. Isida has weak critical dmg which is another factor against it. Nanomass reactor - Now this augments lack any purpose in game, who would be so "clever" to play with it? Basically everyone who will play with this augment will forfeit their only advantage (unlimited energy when attacking) for limited energy. It does not provide any additional "advantages" over stock isida. Broadband radiators - useless augment even before patch because of range penalty, instead of range penalty it should have a little dmg reduction or increased energy consumption (pre patch) now? lack any purpose because attacking mode is even weaker and healing is trash. Whoever plays with it will have range reduced by 30 % Vampire nanobots - one of few good attacking options for isida before patch, nothing changes here besides Dmg reduction from 290 to 260. (nerf) But you are unable to heal. Still has limited energy. But now increased reload time from 10s to 14s thats +40 % increase. Shock nanobot injection - cool concept more oriented for support than attacking itself, problem with this augment was not energy consumption it was weak healing, no bonus points for providing boosted dmg to allies who kill enemy is also unsatisfying, it does not need it, but with combination of weak heling its unrewarding and not a good option for support so it has stock isida potential for attacking and weak healing with decent bonus. With all of this said, here are augments that will benefit for attacking - all the status effects + pulsar thats it. So my last question is, how all of this is supposed to help with making more different gamestyles for isida appealing? You killed at least 2-3 augments that was a good and unique option for isida and nerfed rest of the options to the point most of the players will use status effect augment (basically means one and only gamestyle) "Good" job and thank you
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Isida <<Protective Nanobots>> Advantages: Recovers HP at a rate of 50% of your base healing per tick while beam is on an ally. Healing rate is not affected by protection, supplies, or status effects. Range + 20 % (30m) Disadvantages: Critical hits - removed (damage and healing) Regular Damage -25 % Energy consumption when attacking: +35% HP is recovered only if there is damage to be healed, you will not recover HP if you are healing someone whos HP is full.
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Isida <<Neutralizing Nanobots>> Advantages: Critical healing applies status effect <Polarizer> for 2s (Polarizer - a positive status effect which removes and protects tanks from negative status effects.) Critical healing chance +150 % (from 2 % to 5 %) Energy consumption when healing -25 % Disadvantages: Regular Damage -25 % Critical Damage -25 % Critical Chance -50 % Regular Healing -25 % ( 75/150 without/with double dmg) Critical Healing -85 % (from 1000 to 150) Energy consumption when attacking +25 %
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I have suggested this year ago so guess thats not gonna happen Most of the time if I am killing someone with isida (or other meele ranges) my target gets killed by someone else from behind and not by me. This way I will get 10 points instead of 5. I see nothing wrong about this,
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I know this might sounds like a bad change but I think its good, at least some good bonus for meele range players who constantly deal dmg. Its been frustrating playing with isida wasting whole energy bar for 1 kill just to be stolen by camper. This way active play will be more rewarding which is finally good decision.
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Its a good way to get rid of isida ducklings who just follows jugg wherever he goes. (or nanotechs/emitters)
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its team game, at least it pretends to be, so why devolve game into the parasitic strategies , I know kill stealing exists so does it means we should support it?
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Here we go again, yes clearly a good idea to boost kill stealing ! Appreciate
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Thanks for listening to my advice and reducing points for killing juggernaut.... now reduce siege from 50 to 10 please. Its so horrible to have so much points ! Yes great change appreciate, now I will leave bots matches even faster than before, nobody asked for bots in legend matches and majority hates it yet you give us another reason to not play with them ? yet another reason to just camp like majority of players, because now even bots will punish you for playing actively and what for? 5/1 points. Now serious question, when do you plan reduce points for healing with Nanotech and Shaft? Its easy farm for them, they dont have risk anything unlike isida and they have unlimited energy. Nanotech can heal 3600 hp in 2s, Stock isida - 1600 hp. Shaft 2400 hp. Both shaft and thunder have always ready 1 shot that can instantly heal huge amount of dmg. In conclusion another update to make quality of life in TO worse.
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Yeah "downsides" that you can easily diminish by playing with trickster and ligh/medium hull... how can I diminish downsides of quasar having 20s relaod ? How can I diminish my weak energy recovery on isida or poor cone angle it has?? I want to have unlimited energy and 900 base dmg with isida and you can take away my 10m of additional range It has over this tesla augment. Yeah what a joke, we can clearly see that power creep is a thing , first resonator now shock therapy, and you know why it wont be nerfed?? They all know its extremely OP. But they wont nerf it because there is a high chance it will be a reward in a next dark matter event so to make event desirable they keep it this way for a while I suppose. If they think this strategy is good then I dont care what happen with this game anymore, killing all the balance for the sake of short term profit is worst thing you can do. Not everyone will tolarate this sh...t and they will leave for good ... with every augment like this certain % of players leave this game because of frustration and helplessness. Its not about balance in this game its about switching meta .. which is sad and removes majority if not all skill from game.
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Most of those augments have clear downsides or are not absurdly OP. 0,25s between shots = same as isida,fire,freeze have but all of them have 290/300 base dmg while tesla has 900. SO its either isida,fire,freeze underpowered or tesla being overpowered. Which is it ? ? Isida sustainable was never considered OP its mediocre at healing (because of stupid long range meta thats abused all the time) and you can kill 1 player at best with it, shock nanobots OP ? How many have you seen playing with it? If I am not counting first few days after its release I saw this augment being used 3 or 4 times, clearly not OP. Vampire is only "OP" augment, but only on paper. If you are playing with isida regurarly you know that you will use almost full energy bar just for one kill, if you go against defender/mechanic with medium or heavy hull you certainly use all the energy just for one kill, if they have protection you can just ignore them your energy bar is not big enough to kill them. Then you have 10s reload ( super long reload) and You cant heal allies, to add something extra, cone angle is so miserable that you will waste 1-2/5 of energy bar for nothing, attack animation is present, energy is drained like you are attacking yet you are not dealing any dmg. Thats why only augment that is really not wasting any energy is broadband radiators which is trash because of 15m range. All of the meele range turrets has reload or limited energy after they cant attack. This tesla augment?? Nah unlimited energy, no need to reload or waiting for energy to replenish. + you have lighting ball that deals absurd amount of dmg can be used to block passages or just to have random kills with it as extra option. Even if you reduced teslas dmg to 450 it would still be OP. In fact most of the augments in your list are not even close to how stupid this tesla is. The only real broken augment (thats not even on your list ) on similar level of OPness was resonator for rico when it came out. Quasar - trash, long reload, nobody really plays it. crystal augment SBE is better option. and I could go on.... Yes some of the augments were OP in one point of this game but this is whole new level. 3600dps is joke. All of the meele turrets (which should by logic have best DPS in game) have 1200 dps. Shredder is somewhere at 1600 but again, hard to aim, overheating. Even freaking resonator for rico had maximum 2100dps. If this alone is not telling something is wrong then there is no help for this game
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watch new vlog, all the phoenix owners will have new augment excelsior for free
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May I ask why? What motivation to deliver flags for attacking players is now left? Even 20 points was ridiculous reward for most likely failed attempt to deliver flag, now its 5 !? So you have eventually turned Assault mode into TDM and defending side as a winner from the start of match. If you think players will deliver flag then you certainly did not play your own game, why should players voluntarily make primary target of themselves with high chances of failure for such a laughable reward ? This is what I have problem with, you forced us legend players to play with boring and stupid bots and then took last motivation to play with them -> reducing points for killing or assist kill from 20 to 5 and from 5 to 1 for assits. Now you have taken all the motivation for attacking players to consider delivering flags.. good job, next time I suggest you to reduce points for killing jugg from 60 to 5. And for siege reduce 50 points per cap to 5. so we dont have any motivation to play any mode besides TDM.. thanks
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In my opinion this event was good, but not for everyone, and thats my main issue, if this was one part of the event and then we could have another DM with other maps and with ODs turned off for other part of community that does not like Hopper or does not have equipiment then I would say this event was great ! Few ideas from my side - overcrowded maps, (noise, gravity and other small maps with huge amount of players) - It is making game very chaotic, most of the time without crisis/hyperion players are not even able to use their second supplie and they are already dead. - New anti-hopper grenade , good idea, but my main problem with it is high vertical angle it goes up, its almost 90 degrees and because of that in order to use it against hopper you have to be in area of his overdrive effect, meaning you will get hit and stunned by his overdrive ( or killed ) If it was like 45 degree angle so you can use it at the bigger distance in safe place it would be a lot better. Then there is a lifeguard, it can survive grenade, so there should be probably higher impact force applied. - 10s cooldown on grenade, a little overkill. It was spammed on everything.
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