I made a volcanic pepperbox for jelly runs. I was hoping I'd use the charged attack a lot for its increased damage (like needles in FSC and vana), but after using it once on a jelly I never used it again - I just use the regular attack now.
Why?
Using volcanic pepperbox' charged attack has the effect of "sucking in" enemies towards you - they end up right next to you if they're "light" (small) like regular jellies, ready to strike right as you're most slow and vulnerable (reloading your pepperbox).
I was hilariously told this is an intended effect. I don't believe it is. I think the charged volcanic pepperbox bullets cause "explosions" which push enemies, and those explosions unfortunately end up behind the enemies (due to latency/timing), so they erroneously push them "forward" towards you.
If it is an intended effect (and I'd like official developer confirmation for this to believe that), I guess you can take this thread as a statement of how uselessly BAD that effect is. I will NEVER use the charged attack on enemies that are light as it is, ever.
It's only fortunate it doesn't "suck in" lumbers or the royal jelly itself - that would make the weapon almost entirely useless.
The easy "fix" that I can think of would be to simply disable the "push" factor of the charged bullets so they don't push things towards you and simply do damage - like the needles do. Problem solved.
Can I have someone from the development team (or through Nick or what-not) respond to this please? It seems like an easy fix...
Quoting wiki:
"A zig-zag spread of fifteen large bullets with a chance of inflicting fire. Shots can "pull" monsters towards the origin of the gun."
I agree, effect of pulling enemies closer to you when you're unable to move/attack/shield is undesired at least.