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But honestly, this thing was SUPPOSED to be updated in order to make usage easier. I don't really feel the ease of use, nor really the benefit of having this exotic on. Not to mention how Arc Traces aren't as good on Hunter in comparison to Warlock.
Disappointing.
now it feels AWFUL. like its gone from sunbracers -> a single grenade kickstart
pick up your shinobu's now and youll realise just how much they've destroyed raspberry
He generates ALL of his grenade energy back with only a chain between three enemies, now? You hit two or more its capped out at 50%, and Ionic traces only give 25% energy back. Not to mention you only have a CHANCE to create an Ionic trace on specific final blows.
yup, you could walk into a room with 100 enemies and throw 20 grenades within seconds. Now you walk into that room, throw maybe 3 grenades in the same amount of time IF YOU'RE LUCKY with ionic traces. Well, now atleast 'probability matrix' and 'lucky raspberry' are fitting names for it since its all RNG and all disappointment
basically- Take up thy shinobu's and walk
you throw the shinobu's get about 80-100% of the grenade back AND you have 2 charges.
I know it says "have a chance to create traces" in the description, but most of the time such perks have a hidden counter and kills add a set amount of progress depending on enemy type, e.g. red bars are 34%, orange bars/guardians are 67%, bosses are 100%, etc. IIRC only old Raspberry, Veist Stinger and Clown Catridge involve RNG.
The old perk had 25% chance per hit to return full grenade energy, up to 100% if you could hit 4 targets. It seems much better at first glance but it wasn't as good in practice, and you can see that in the video too. Pay attention how often it does nothing after hitting 3 targets with 75% to proc and how often there're 4+ enemies nearby to take full advantage of the perk, how many enemies die from jolt preventing perk activation and that's solo. It would be even worse in group activities.
The new perk is not capped at 50%, it's worded poorly or doesn't work as intended, maybe both. It grants 20% from jolt proc itself, the chain lightning is irrelevant. You also get ~17.5% from Traces instead of 12.5%, so ~50% overall with all that+kickstart at 0 charges. It's better vs high HP targets as long as you do dmg or lucky if you're in a team.
Jolted target has to take some set amount of damage to release lightning and there's a 0.8s cd before you can activate the AOE again. DMG from other players counts too.
There're some issues, however.
Jolt can't be stacked from several players. You don't get energy if others activate AOE from your jolt. I assume it works both ways.
Death interactions are also weird and that's probably the main reason why it feels bad. You don't get energy if the main target itself dies, e.g. you apply jolt, kill the target, AOE goes off, but you don't get energy.
Intrinsic overload is pointless except for new players. There's no reason to ignore "apply jolt on grenade hit" fragment in grenade build with jolt synergy.