ZAP - as an aggressive power is far too overpowered and is doing a complete disservice to skilled players who actually last to the later rounds in the game.
What’s the point of playing, being smart with placement, space, direction, and aim - when a speed zapper can suicide charge into you and steal half of your earnt points?
This topic this will also be getting a lot of opposition is that ZAP is severely oversaturated right now on quick play - for the clear reason that it literally takes away 24% of points. I can play and have played with ZAP before – and won because of it! But genuinely I feel it takes away from the true essence of Curve Fever.
First off, you’re a line. The bases of the game is survival. ZAP as a power completely contradicts this, with the points that it takes. It promotes rapid, fast gameplay which completely undermines calculated module precision and space use. Why bother taking the time to survive when you can speed burst yourself to death first and still win the round by stealing the leader’s points?
Whilst ZAP requires close proximity, it requires 0 precision in regards to any aim or sense of space. Comparatively to shooters like One Shot or Side Shot - that do require degrees of forethought and spatial awareness. Therefore ZAP’s power should really be in a closer range to these modules, especially considering it’s the decreased effort it takes to use, once a player is in the “hit zone.”
It rewards sloppy gameplay, specifically towards the later rounds. I think the beauty of some modules, is that in later rounds, you can still make a great comeback - required you hit other players multiple times, enough to earn back a top spot. ZAP literally can require one hit, and then you’ve completely rewired the scoreboard - which renders prior survival efforts completely pointless. I think the game should genuinely make you earn a place back towards later rounds and not a hand a one-hit ZAPPER all the points, simply because they got closer to an opponent. That in itself is not a “skill.”
Recommendation: Decrease ZAP’s power by a longshot, to a region of where it used to be, but make the recharge more regular. Perhaps combine this with a slight increase in power percentage from side and one shot, as they feel far too nerfed atm. Find a way to balance these powers out, as they are all in a similar region of ability.
I hope that ZAP users and other module players alike can come together because I do feel that this 24% mark really negatively affects the game atm. Of course, it’s somewhat manageable in certain ways, but the essence of it really undermines gameplay to a drastic extent.