Talk:Thunderbolt/@comment-213.167.11.175-20130610192502/@comment-4555176-20130611161302

I'm all for utility but.......given the choice between one shotting high level ancients with my Dread or tickling a group of equally high level light infested with Thunderbolt.....well, utility can only do so much. Now if they made thunderbolt have some sort of cc effect to counter the abysman damage it does, yeah I'd use it. As it stands a single arrow from Dread can do almost 8k Vs. 250 from Thunderbolt, in what way is that useful for a precision sniper weapon that is meant to be used to take out important targets instead of spraying weak ones?

Originally Thunderbolt WAS a damage mod, and it excelled at doing heavy damage while forcing you to stay out of it's blast radius or kill yourself. Now it's buggy, screws up normal arrow damage and forces you to run only a single elemental mod with it or risk proccing say, an ice mod on ancients instead of your equipped hellfire mod, which makes you do even LESS damage.

Don't get me wrong it isn't all about damage, but considering how big a part of the game defense maps are currently and how fast Thunderbolt falls off in terms of usefullness past like....lvl20-25 (which means a wave 1 xini/outer terminus is already above the cutoff), it wastes mod slots as it is unless you just want pretty explosions. I'd rather just get a heavy weap or my kestrel and jump attack if I want utility, aoe knockdown + slow is utility, Thunderbolt is a gimped arrow that needs reworking, otherwise id rather use the 9 mod pts and add in one more element(AP or cryo as they both cost 9 maxed).