Thundercrash has finally come full circle and I can only say I'm pleased.
Took way longer than it should have, but basically everything I complained about its design has been remedied.
Back during it's release I found it forcing you to fall mid way through the super to be stupid.
They got rid of that almost completely.
They gave it lower base damage to justify it's faster POTENTIAL super regen which I argued heavily for its potential and its requirement of an exotic for viability.
So they flipped it and reduced it's super regen but ramped up it's damage to compensate (likely factoring in it's risk factor).
It having no melee regen meant the only missile part you could use was every minute or so and every 4 minutes or so for the melee and super respectively.
Gave the melee a way to regenerate that synergizes with its design.
It had absolutely no synergy on release.
Gave the melee the ability to proc inertia override, which now also grants melee regen when you slide over ammo (and using your charged melee also grants you a flat 20% melee regen for procing inertia).
So you are now a missile MUCH more often.
Survivability in super and overall risk factor didn't fully justify the reward.
Created an exotic that not only mostly extinguishes the risk, but greatly ramps up the reward (this is a little bit of the opposite of what I wanted, but I can't say I dislike it :P)
So overall it's now a much better skill tree and it feels valuable with or without an exotic, which I will strongly argue was not the case years ago.
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