08-25-2020, 09:08 AM
Cutting in on 'useful in my eyes'.
Null shell's charge and overcharge effects would have their identities swapped is exactly what you've suggested already. They'd be used for different reasons. Rather than being able to penetrate nasty buffs with a low-cost resource, you'd make it a high cost resource(refer to pressure fletch etc). And the more egregious matter, honestly, is moving the overcharge effect to the charge effect, something I don't think has been given a solid argument in support.
Ease of application ceases to be an issue when it's a less impactful dispel. A three-buff dispel is completely insignificant when it takes a full 3m to charge, and then another 3m to activate(see pressure fletch). I would agree with you that pressure fletch should definitely dispel more buffs. However, a 3m dispel that does no damage and only affects a single buff(see wash away) is still insignificant. It takes away the charge time from a more lengthy effect, but with the minimal actual application, it falls into disuse.
Null shell is in a middle ground. It does require a charge shot, so it's not spammable- especially when you're unable to proc spark drive. The reason it feels oppressive is because the multishot(accessible) version is more impactful than pressure fletch and the single shot version (less accessible, but still accessible) is far and above, way better than pressure fletch.
The identity of null shell 'is' a middle-ground of accessibility dispel, accompanying damage. Making its dispel count approach lower numbers makes it much less impactful, but maintains the feeling of null shell as a tool within combos, rather than being a combo finisher.
I don't want all abilities to be the same. Variety is the spice of live. Making Null Shell's dispel an Overcharge effect is seriously just, annorum pressure fletch, but again.
I think you understand entirely the meaning behind all this since you're pretty familiar with the PvP scene. Null shell is not some indomitable wall, and you've definitely proved that; I think we really need to be focusing on buffing the two lacking dispels rather than taking tools away from classes that are in decent territory.
...Well, taking tools away might not be the right way to put it, because the cheese you're suggesting to replace null shell is easy to argue as much worse. I get that you might even want guns to be better, but making guns ignore resistances isn't the way to do that.
Null shell's charge and overcharge effects would have their identities swapped is exactly what you've suggested already. They'd be used for different reasons. Rather than being able to penetrate nasty buffs with a low-cost resource, you'd make it a high cost resource(refer to pressure fletch etc). And the more egregious matter, honestly, is moving the overcharge effect to the charge effect, something I don't think has been given a solid argument in support.
Ease of application ceases to be an issue when it's a less impactful dispel. A three-buff dispel is completely insignificant when it takes a full 3m to charge, and then another 3m to activate(see pressure fletch). I would agree with you that pressure fletch should definitely dispel more buffs. However, a 3m dispel that does no damage and only affects a single buff(see wash away) is still insignificant. It takes away the charge time from a more lengthy effect, but with the minimal actual application, it falls into disuse.
Null shell is in a middle ground. It does require a charge shot, so it's not spammable- especially when you're unable to proc spark drive. The reason it feels oppressive is because the multishot(accessible) version is more impactful than pressure fletch and the single shot version (less accessible, but still accessible) is far and above, way better than pressure fletch.
The identity of null shell 'is' a middle-ground of accessibility dispel, accompanying damage. Making its dispel count approach lower numbers makes it much less impactful, but maintains the feeling of null shell as a tool within combos, rather than being a combo finisher.
I don't want all abilities to be the same. Variety is the spice of live. Making Null Shell's dispel an Overcharge effect is seriously just, annorum pressure fletch, but again.
I think you understand entirely the meaning behind all this since you're pretty familiar with the PvP scene. Null shell is not some indomitable wall, and you've definitely proved that; I think we really need to be focusing on buffing the two lacking dispels rather than taking tools away from classes that are in decent territory.
...Well, taking tools away might not be the right way to put it, because the cheese you're suggesting to replace null shell is easy to argue as much worse. I get that you might even want guns to be better, but making guns ignore resistances isn't the way to do that.