Regarding the bug I already spoke about:
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ParticuLarry wrote:1 bug I encountered:
When you use a channeled skill and try to teleport away, the animation plays, but you will neither actually teleport nor use mana, basically wasting frames as you are stuck in the animation. I assume it has to do with the ending animation of the channel not being finished, but walking away works just fine and comes instantly as if you cancel the ending animation once you begin walking. It's quite a huge problem considering that channeled skills are already weaker due to their nature of needing to stand still.
When you use SMG, walk a little and then try to teleport within about 1- 1,5 seconds, the same issue happens. You won't teleport, your mana won't be used but you will be stuck in the casting animation, wasting frames.
Feedback regarding Batstrike:
I personally think it's quite broken, just like SMG. The usefulness of the charges vary though. The first charge is basically only there to spread poison damage over most of the screen, as it's pretty weak on its own. The second charge spawns Bats, that have their own issues. For example when you teleport, your bats will always walk in the opposite direction of your teleport unless there are enemies around. But even if there are enemies around, somtimes they just walk past them and become usless as a means for redirecting incoming damage. And the third charge is so ridiculously strong, killing some bosses instantaneously.
Here's the number of issues Batstrike has:
- You don't get a charge when you don't hit the enemy. This makes the skill really random. There are lots of flashy effects on the screen and you can't always see how many charges you actually have. It doesn't help that you don't get a buff symbol in the bottom left corner to see how many charges you have. Letting you gain a charge regardless of how successful the attack was would already greatly benefit this skill.
- The bat's AI is really bad. The worst part imho is the bats staying together on 1 stack after teleporting. That's good for bosses when you teleport on them, but it isn't for general gameplay, where you want your summons to spread out. I really like that they can fly nevertheless.
- They always run backwards from the point you teleport to. In some cases this can be incredibly good (for running away from a huge stack of enemies) and in some cases it can be incredibly bad (for general gameplay. You use teleport to get faster through the levels, all of a sudden your bats are 2 screens away and you're on your own yet again until they decide to teleport back to you)
- Bats are really slow. Seeing how other minions can walk pretty fast, they feel more like snails than bats. It also makes them walk to their target position first (in case there's no enemy around) and ignore any enemies around, which makes it easy for them to just run away while the player gets swarmed. This would happen less often if they were faster.
- Coup de Grace is too powerful. It's great against bosses, but as a skill for heaps of enemies it's quite bad, since you first have to actually hit the enemies 3 times (even in later stages of the game, you don't always have 95% hit chance despite 50k+ AR) and then you also have to hit the last attack.
- It would be way better to turn this skill into a 3-step attack instead of a 3-charged attack imho. Or you could allow the release attack to release all charges at once (and if you have 2 charges only, you could still make it release both charges at once). Of course you'd have to adjust the damage from Coup de grace.
- I think it's pretty bad that you have to use a normal attack to release the charges. That makes the skill unnessarily harder than it has to be. You should be able to at least trigger Batstrike charges from your innate skill.
- Subterfuge should allow you to summon bats. I haven't tested this, but the skill itself says you can only summon edyrems.
My suggestion:
Regarding the ways and their damage, that nobody uses (I have seen many posts about how waysin is bad, tried it out myself and was baffled to see how bad it is compared to claw block sin), why don't you put all those benefits into 1 uberskill? Or make a new level 50 skill in the reward tree if 90 is too late, that at least merges poison and fire. That way the points you have to spend to get the benefits is more than halved and it's more attractive to use for any sin build.
As an additional benefit, this would free up space to seperate bats from batstrike and make the skill batstrike less random if you add a different way of spreading damage to the 2nd charge.