Explosive Shot
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Sins2 Forums
Hello dear dev team!, today I'd like to talk about Explosive Shot.
Explosive Shot is a skill that's really just... not very useful.
Explosive Shot is a skill that's really just... not very useful.
Even against its most ideal targets — those light ships with 100 durability or less — a Ragnarov with level 3 Explosive Shot still needs at least 4-5 casts to destroy a small group of light ships (and that's an ideal scenario. Considering shield burst or some health regeneration, the actual number of casts may need to be even higher)... And level 3 Explosive Shot means you have at least a level 5 Ragnarov, and you've spent most of your skill points on Explosive Shot instead of Snipe... Even against AI in the game, no one would spend points like that unless you want to give yourself a challenge. But as the game progresses, you'll have to level up your titan eventually, and you'll have to put three skill points into this skill that just sits there...
Compared to the two offensive titans of the A and V factions — Subjugation can convert enemy units, meaning not only does the enemy instantly lose units but you also instantly gain them; The Maw can instantly destroy enemy units and convert them into resources — and compared to the TL's Ankylon, while Disruption Matrix also has low damage, its 6000 radius is huge, and most importantly, it can disable abilities — which is absolutely amazing. As for Explosive Shot? Considering that even at level 3 it still has a 25-second cooldown, Explosive Shot is not only extremely inefficient in terms of kills per second, but also has no utility at all. Of course, you could say that Explosive Shot does have a longer range, but for a glass cannon like the Ragnarov with no self-defense capability, 10,000 range isn't a particularly safe distance either.
My suggestions are: either increase the damage of Explosive Shot so it can actually pose a threat to small ships (although by the time a titan appears, it's already late game, and small ships become even less common — they barely even count as cannon fodder anymore — but a buff would still be much better than the current state); or increase its pierce to make it more versatile, instead of just scratching the paint off ships with over 100 durability (but considering armor as well... even with more pierce, it might still just be scratching paint); or simply rework it — when activated, it could grant an AOE ability similar to the Kol's ultimate, something like 15%, 30%, 45% area-of-effect damage...
These are all just my personal thoughts, but I really hope this skill could get some attention — because right now, it just feels way too weak.