A suggestion to make bombs a little more viable
Let's face it, bombs as a whole, are ridiculously outclassed by the other two weapon types. It also doesn't help that some Bombs' effectiveness has diminished a lot when compared to before. *cough*Invincitinks*cough*
Bomb Bowling
OR
Manual Detonation
In the case of the first one, I'd imagine it so that the normal attack button would plant a bomb instantly (the fuse is still there though), whereas if you were to use the charge, the Knight would roll the bomb like a projectile, and it would INSTANTLY detonate upon contact with anything.
I'm well aware that using the method I used above, the DPS of ALL bombs would increase exponentially. Every bomber would practically have managed to reach more than MAXIMUM CTR. DR would become a weapon that could murder anything. ANYTHING.
But thankfully, I have a fix for that. Make it so that the normal attack's animation takes a noticeably long time. Like, about as long as an Autogun charge with 0 CTR.
This would actually make ASI USEFUL on bombers, while at the same time lowering a bomber's dependence on CTR. Madness!
On the other hand, we can't have Bombers overshadowing gunners with their bowling prowess. Thankfully, the fix for that is equally easy. Simply make it so that ALL bombs have the same walking speed as Irontech/BAB.
Oh but of course, speaking of Irontech, if Bomb Bowling is to be implemented, Irontech would, become utterly redundant. It would be completely and utterly outclassed by BAB.
OHOHOHOHOH! Worry not young reader, that is also easily fixed. To begin with, do you know why anyone ever bothered crafting an Irontech at all?
Range. Yes, that's it. Anyone who ever made Irontech (specifically the 4*) must've done it for it's higher range.
That being said, I'm saying that Irontech would have the WIDEST range of any 5* bomb, in return for it's slower charge time.
However, on the off chance that OOO would think my idea of implementing bowling is too OP. Then here's my other idea.
Basically, like the one above, you make it so that the normal attack will place a bomb on the ground instantly, still having the slow planting speed, but make it so that the fuse won't appear until the knight uses his/her charge attack.
This way, players would have a much easier time setting up multiple bombs, predicting enemy placement, etc. It would also make it possible for players to coordinate chain explosions with other players.
Using this second method would also be much easier to code than the former. Plus, it also won't need anywhere near as many balancing tweaks as the former.
First idea would make bombs even more high-risk low-reward than they are now. The clunky attack speed, which makes the bombs not "OP" would just leave you WIDE open for enemies, and you would be nigh useless in arenas. Sounds very broken. Compared to guns or swords; they have variety. There are fast guns and slow guns, but your idea would make all bombs really slow.
Second idea sounds very slow and hard to set up; you would be useless when walking around and attacking. If a single enemy appears and you have to attack it, you have to slowly set up a bomb then charge attack until it dies. Not fun. Then if you are with a party, the monsters will all be killed before you can even do anything. If you main bombs and all your damage comes from your bombs and your bomb set, you would have a very hard, or mundane, time.
Right now there are fast and deadly bombs (such as DR) and supportive bombs (such as all the hazes) your ideas would just narrow the options for bombers further by making all bombs slower and much more risky to use.