I wonder if those cause some degree of balancing troubles, as the devs see, and has planned for, uses that the player base ignore or has deemed worthless.
Take engineer shield #4 for instance.
It is a projectile reflect that can also be used as a knockback and a blast finisher.
This is 3 different uses out of a single skill. All of them situationally useful, but in aggregate tied down by a long cooldown.
And because of that cooldown you can’t really build around any one of the uses without having massive cost-effectiveness issues.
Right now it seems to be mostly used as a on call blast finisher for the Healing turret water field, because healing in this game is deliberately weak to dissuade “tank and spank” play.
And i suspect there are multiple other skills like this where any single use is held down by a cooldown instituted because of the skills multiple uses. Uses that would be potentially overpowered if allowed to be used at shorter intervals.
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