Rework to charge
C
Chimmy
Charge is pretty neat stone, but i think can be improved. Mostly because what it does to newer players.
Usually newer players who equip charge often fall in the same trap as each an every other charge user go through, I called the charge phase: where their only form of defense and offence is to just Charge Wall Straight. This is very annoying play against because usually it result in slow slug fest of net zeros, its not necessarily hard to win but gets very tedious after 2 or more rounds.
But this also can lead newer players to not learn combos, and rely on only on charge for defense and offence
I suggest adding different charge cooldowns for different structures, like having ball, disc, and pillar all being 0.75 charge time, cube being 1 charge time, and wall being 1.25 charge time.
this will nerf spammability and also buff chambering
this will help make charge more diverse, than just: held object go faster
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Y
Your_Neighbor_Nat
If this was implemented, I think I'd prefer charge time to be increased only on walls and maybe boulders and, if necessary to balance for longer wall timers, decreased only on discs.
This would leave timing on the middle 3 structures the same, make charging discs faster, which shouldn't disrupt current move timing too much, and benefit the ability to send out a structure while still waiting for the charge by giving it a bit more breathing room to get a summon and hit modifer before the charge finishes.
P
Pompyy
I disagree as charge is already on the under hand in high level comp. With one of its best uses being grounded walls, so by increasing the time on it by 25% is basically cementing it forever as a mid tier stone for high level comp.