Between the activation and “cool boy animations” (insert shooop schwoop boop noises) the actual tether time takes way too long. By the time the tether hits it’s often too late and I’m dead before the enemy is actually tethered, my tether being successful is relegated to my teammates getting the kill AFTER I am dead (A successful super is assists lol). A fair adjustment would be speeding up tether and/or for it to release a large (slightly larger than suppression grenade) suppression AOE upon arrow impact.
Funny story: I shot a tether at a whirlwind guard that simply just disappeared, hunter kept swinging away while it just disappeared...how does a super that is all about suppression get blocked. You can’t block a tractor cannon so why would a whole super get blocked.
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1 ReplyEdited by Sturm with no Drang: 7/5/2020 6:10:56 PMWhat bothers me is that if they designed it to be a trap-based super then why the hell does it radiate a fully visible pulse constantly that tells everyone and their grandmother where it’s at? The activation time wouldn’t be so much of a problem if you could actually bait folks into walking around a corner and touching it because at least that feels a whole lot more purposeful than just dumping it directly at a Sunbreaker heading your way, getting a direct hit and kill or at least hoping they decide not to beam you with a hammer before the tether switches on.