Plasma Blast is only usable near a wall
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This was my #1 reason to go merc, and this skill is quite disappointing.
Visually, it's great and sounds amazing. Mechanically, it is a nightmare. First, most of its damage comes from the wall explosion, but most boss rooms either don't have walls, or walls too far for the boss to ever be close to them. Next, this skill does nothing if released early. Since it takes about 4s for a full charge, it would have to deal massive damage to be worth the risk. Yet, it deals less dps than default attack. Third, it's very hard to tell at what point you can release the attack. There is no perfect window, but an early release simply wastes the entire charge. I think this skill, once started, should always charge to its full release. You can always cancel it with a roll or switching crossbow. Also, its beam should be much wider. As it is, it feels like it has the same hitbox as High Velocity Rounds, which makes it very hard to line up mobs after its long channeling. I have several suggestions for this so here goes: 1- The explosion should always occur after x distance if it hasn't hit a wall. This is the main part of the skill, so not having it because your target decided to move slightly off the wall feels awful. 2- It would be great if the channeling could continue after rolling. Think Goku charging up his Kamehameha in Super while jumping and dodging midair. This is the feeling I want. 3- Once the skill is fully channeled, it would feel amazing if you could walk at near full speed. Alternatively, it could walk near full speed early in the charge, and slow down as you get closer to max, and then be almost immobile. 4- This skill, if released while hitting a mob, could empower successive attacks (or your next grenade within x seconds) with some added lightning damage, as your crossbow still emits some sparks. This would add a very satisfying feel to landing this skill, making it more skill based and engaging, which is what a T13 skill should be. This skill has insane potential, visually and mechanically. Knowing when you can afford to use it would feel amazing, and would make for some stellar content. Finally, one last related bug/issue: If you add a cooldown to the skill, it seems to be on CD both for loading it and charging it, and cancelling it. Something felt way off, though it's hard to tell exactly what. This affects every bolt skill in a way. They don't act well with cooldowns. I think this skill could be a staple for newcomers, a bit like Comet Azur of Elden Ring or the classic Kamehameha. Please give it some love! Last bumped on Dec 9, 2024, 12:11:42 PM
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