CTR is way too powerful when it comes to deciding whether a charge-based weapon is boring or the best thing since sliced bread. Bombs are outright reliant on it. It's crazy. There are some charge attacks that are really weak, and others that are really powerful, and CTR removes charge time as a balancing mechanic. Brandishes might actually be reasonable if they had their intended charge time and not their realistic charge time (with UVs and such.
I personally think there's a huge difference between getting a 20% damage boost and attacking 1.3x faster than there is when you cut down over half your charge time.
I'm thinking just removing CTR from UVs and most gear in general would be a good idea, but keeping it for bombs since they aren't intended to scale off of ASI.
People would be compensated for this change in some way if they had any of the trinkets or UVs, excluding bombs, but I'm not quite sure how that'd be done, given how much of a gamble UVs can be.
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I'm also going to branch this out to psuedo-necro an old suggestion of mine regarding Sprite abilities: [Battle Sprite] cooldowns should not be universal, instead giving the used skill a full cooldown but other skills half of their normal cooldowns (if a skill has more than half of its cooldown, and another skill is used, nothing happens to that particular skill).
-This would be intended to make Sprites reward creative play, using multiple abilities to their own strengths, as opposed to only ever using a single of the three abilities.
- -Keep in mind this is also considering multiple other changes to make Sprites have more of an impact on gameplay; you can read the full thread here, with the most recent ideas near the end of the thread.
Question: Will we be able to switch between using charge attacks and normal attacks?