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Should mudslinger be consumable rather than cooldown item with no durability?


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The swamp tile effect of Wurt's mudslinger only lasts for 2 minutes, and the cooldown is 8 minutes. Unlike battle stingers or clocks, the mudslingers share the cooldown. It means technically obtaining just one mudslinger reaches the maximum potential of Wurt's affinity skill. Like, if you chose shadow affinity, rushing nightmare werepig and get a shadow mudslinger, and that's over, Which feels a little bit.. weird. Why don't just make it consumable rather than infinite-use cooldown equipment? It could work similar like napsack or brightshade bomb. Or add the durability and refuel it with pure horror/briliance. Making it into consumable will give the player to constantly collect more pure materials, plus the player don't need to wait boring 6 minute cooldown every time.

27 minutes ago, HeatAndRun said:

The swamp tile effect of Wurt's mudslinger only lasts for 2 minutes, and the cooldown is 8 minutes. Unlike battle stingers or clocks, the mudslingers share the cooldown. It means technically obtaining just one mudslinger reaches the maximum potential of Wurt's affinity skill. Like, if you chose shadow affinity, rushing nightmare werepig and get a shadow mudslinger, and that's over, Which feels a little bit.. weird. Why don't just make it consumable rather than infinite-use cooldown equipment? It could work similar like napsack or brightshade bomb. Or add the durability and refuel it with pure horror/briliance. Making it into consumable will give the player to constantly collect more pure materials, plus the player don't need to wait boring 6 minute cooldown every time.

Personally I feel like they should just make it last for 4 minutes with a 4 minute cooldown the effects aren't good enough to make it a consumable nor do I feel they justify a long cooldown.

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