I don't understand why Leap Slam takes Skull trap damage in Sanctum
Only Blink skills can move through the Skulls' lasers and not lose resolve, and this is thoroughly baffling to me.
Mostly because movement usage is quite literally the skill they're asking of you in this mechanic, but you're also being arbitrarily punished because you're using the wrong skill. Starting with the obvious, Leap Slam's animation is you jumping over the laser but you still take resolve damage. Why? Dash you you projecting a transitory image as you transpose through space and time to reach your final destination, hence you being able to climb heights, spectre through fences, etc. I don't dislike the Sanctum Skull rooms, however I have been told that keeping a level 1 Flame Dash or Frostblink for gem-swapping in these rooms is good game design and I disagree with that, as it doesn't solve the inherent inconsistencies at play, and only makes the mechanic that much more exhausting to deal with. Last bumped on Dec 26, 2022, 3:57:26 PM
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I guess you never tried to fight Sirus with Leap Slam.
Everything hits you with that and Shield Charge. That's their downside to spamming. I always kept Dash on hand to fight Sirus. "Never trust floating women." -Officer Kirac
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Why are you limiting this complaint specifically to sanctum? This has always been a huge drawback to Leap Slam, literally since the beta, and it's the reason almost every single build uses Flame Dash. Lab traps, Sirus spinning beams, Maven coil beams, Exarch bullet hell, Vaal Temple/Atziri Trio firestorm... there's a long list of area-targeting abilities which cause massive problems for travel skills that are not blink skills.
Just use flame dash like everyone else. Leap slam is good for traveling long distances quickly (speedrunning the campaign, boss rushing map completion, etc) but it is objectively worse as a dodge skill. |
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Every travel skill has its ups and downs, otherwise there would literally be no need for more than 1 to exist in the game. Leap Slam's up is that you can spam it w/ no cooldown. If it also hops over all damage, there would literally be no point to any other travel skill.
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