Comet Compromise: Cast Speed Buff

I really think had this happened simultaneously to the CoF nerf, the reception would have been a lot better! Here's my humble request:

The Comet skill as it stands is lacking direction and identity. As a manual turret skill, if you get frost walls with spell cascade just right, you can pummel beasties with a round of Comets. This has carried me through Cruel into maps t4. It's starting to become unviable due to the increasing speed of the all the various and devious little critters. Similarly to how elecrocute (or something?) getting the damage penalty waived as a compromise, I think the Cast time and animation for meteor should be reduced or done away with. it could be .25 seconds instead of 1 second. This way players would still be forced to stop moving to use it, but they wouldn't be getting cheap shot by enemy effects that begin and end within that one second soft animation lock. Yes it's nice that we can roll-cancel, but that's too big a dps loss to be worth the investment into this skill.

I think this would help bring meteor back, while also making it fulfill basic parameters of your design philosophy for the game: having rotations rather than one button builds.

A sample rotation: building freeze with walls and bombs, using bolt if necessary, until wild shards is proc'd to stop stragglers, fire off 2 or 3 comets, rinse repeat. I do this anyways, but it feels like i'm playing a modded version of Monster Hunter with 1000x the monster density.
Last bumped on Dec 18, 2024, 11:58:49 PM
Edit: at some point I wrote meteor. I'm tired
p.p.s. I'm also aware the cast speed can be improved on gear. I have it everywhere I can, and I am still not noticing the differences that I've calculated

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