There can be unclear difference in unique game interactions in all video games. The gameplay of something may be stuck between; a logical sequence ('write') - the fundamental design. a comprehensive expectation ('read') - the correct delivery. I'm not clear on these acute instances yet but it seems very undefined. If the culprit has successful achieved the interaction it must be rewarded! (time, effort and resource has been put into that action) If the victim is suppose to 'dodge' they will expect that. Designed to 'dodge'; expect the reward. How can both players be rewarded equally? It should favor the culprit?
IMO, you're getting ahead of yourself because I think that you've failed to consider some things. This is the first that I've heard of something like this and I can honestly say that I don't have the skill to utilize it, but if I DID, I WOULD!!! Here's why: I honestly can't believe that as long as those grenades (made for anti-vehicle use) take to go off, that ANYONE would stupidly stand or run around with a grenade stuck to them and wait to die. I can tell you with certainty that within the time provided before detonation, I would detach said grenade and either throw it back at you or cram it down your throat, then take the two or three seconds left to get out of the kill zone. It's nothing personal; that's just the way that I feel about a mechanic in this game that isn't even remotely plausible and infuriates me just as much as you say that a JPA being able to avoid getting stuck with one infuriates you. I think that a "detach and re-donate" mechanic should be provided to go along with the sticky one, for everyone. If your situational awareness at the time is so lacking that you miss said sticky grenade and fail to detach and re-donate it to the enemy, then shame on you and you need to work on that
My big problem with this, is how completely nonsensical it is. You can't bloody dodge something that is physically attached to you. Doing so just completely violates the laws of physics (Also Eldar Plasma Grenades are not Anti-Tank). Anyway, death is a part of the game. If you get stuck with a grenade, you just accept it, explode, respawn, and keep playing. It's no big deal. If you have an expectation that you will not die in a match, you have unrealistic expectations and should be playing a different game, probably something single-player. You know what I do when I get stuck with a grenade? I go hug the guy that stuck me, or find some of his friends. Give him a nice suicide, or some teamkills.
Agreed about hugging the guy that stuck you for now, but I'm saying that the whole mechanic is nonsensical, at least against infantry. The idea that I would do such a thing (unless I wasn't practicing good situational awareness and that was the ONLY option with the time left) is ludicrous. I'd be peeling it off and chucking it back at you (as ranged) or cramming it down your throat (as melee), preferably on the end of my power sword. Like I said, nothing personal. That's why I'm proposing a "detach and re-donate" mechanic for all classes and races. Somebody donates you a frag that goes off after 3-4 seconds or less, that's understandable. Somebody donates youa sticky grenade that takes a massive amount of time to go off, then you should have the *opportunity* (practicing proper situational awareness) to peel it off and donate it BACK to them
The idea should be that there isn't much time to react to sticky grenades. You should really just have enough time to leap towards your enemies or at the very least away from your allies in order to minimize damage done. Anti-Tank grenades should wait just long enough for you to Dodge away before exploding.
I've got no issues with something like that. I just want the mechanic to be plausible, meaning that yes, a grenade should take less time to go off OR you should be able to peel it off and re-gift it to a soul in need