I like this idea, but I feel like there should be a bit of a drawback to the SS ability, such as the player taking a % of their maximum health as damage. Maybe it starts at 2%, going up by 2% each time you level up.
thats what I was thinking, the sheer amount of AOE, infinite piercing, and otherwise special, high damage projectiles should make it useful.
WW should be useful for mass-tank or to break through walls of enemies to revive a group of people or something, short burst of energy then minor cooldown afterward with decreased stats.
That makes sense. Those buffs would certainly be a very nice thing to have in critical moments. And the debuffs balance it out just right, in my opinion. None of the debuffs directly harm the player, just making it very difficult for them to fight during them.
How many projectiles? Seeing as there are multiple per level, how many of each projectile? Do they get separate damage calculations (to account for things like SSC double-hitting and infinitely piercing, LF going through blocks and having AoE, etc) or all the same damage?
Additionally, does this mean projectiles from previous levels are retained? As in, at level 3 you can fire all the projectiles listed? Or does levelling up the ability phase out prior levels’ projectiles completely?