Most of you aren't bombers, I take it.
Carrying a utility bomb around is a completely different deal than being a full bomber with a utility sword.
When you have CTR max, you start layering bomb radii to get compound effects. I could keep 4 of these bombs working in an area, with a focal point dealing all the damage of all 4 bombs at one point. With JK, it's hard to not find that sweet spot. Granted, if you're only dropping one bomb and switching to another weapon, the effect is lessened. Same goes with Lumbers, Retrodes, Gunpuppies, or any other slow/non moving mob.
here's sort of an example as well. Phase 4 of the...Hammer mission, where you're in the storage cells with the retrode, lumber, mechaknight? When the mechaknight is released, 4 gunpuppies pop up right in the center, obviously meant to be a cluster of DPS pain. If someone (me) with a DR stood in the center of the button and spammed 2 or 3 DRs while the rest of the group were finishing off the howitzers, those gunpuppies didn't even a chance to wake up, much less shoot.
Also, to people saying that Acheron is just as OP...it doesn't do that same DPS as DR to JK. (so many acronyms ffs) Wading in with Acheron will get you hit, and the charge attack does alot, but not as much as a few DRs.
For the people saying it was OP against the JK;
the JK is weak to shadow and kill it it the same amount of time needed with a elemental sword don´t prove the bomb was op. also all of you forget about the JK nerf, it is weaker now and it can be killed with a any 3* gun without letting any player get injured.
instead of use a 5* weapon to kill a 3* boss use the 3* bomb and tell me how do it the job
For the people crying about the bomb in the pvp, i wanna remember then entire groups of strikers using skolvers and final flourish.... they still are more op than a bomber. the non striker+skolver opponents close to par provokes them a baby rage.
The desing of the bomb make it it work better with big creatures, now talking about the desing, if the spam was the problem then only a minimun increase of time in the charge time will be enought to nerf it making only players with the bomber sets able to make a pseudo spam. also the same desing making it good against big creatures isn´t so great because the entire game has mostly lots of small creatures.
And yeah with only the mad demo suit (no mad yelm) it was doing 125 damage x5 hit to the gremlins it was the more damaging bomb compared with DBB vs beasts and fiends, or the fire mist bomb vs constructs and undead, but it had a important blind spot and small area so it wasn´t so op the only way to use it properly was spaming it to cover the blind spots taking three bombs (or more) to kill some gremlins (and the t3 gremling shield was a pain sometimes). now being weaker and slower it do 70+ damage x3 hits or maybe 4 with luck, spam it now is more necessary and it take 5 or 6 bombs to kill a common gremlin.
Also gremlins are weak to shadow i don´t got the time to check the damage with beasts or constructs in T3 but I belive before the patch it was making 90 damage to constructs (and the dodge/teleport from wolwers make it pointless to fight them) against fiend it ever did anything, saying this is important because the elemental bombs at least put a status in beast or gremlins doing something and the DBB against jellys and construct at last do a minimun damage instead to make them dodge for nothing.
Make a doble nerf isn´t the solution now is crap the damage is comparable with the shadow vortex bomb and have no control over creatures weak to shadow. as many others told only one nerf would be fine or other better alternatives like make the orbs do less damage each time they hit
OOO the next time do a test before a patch like this