I feel that’s an abandoned promise at this point. Prove me wrong, FC.
Also, I posted this on Reddit a while back. Still needs attention. Just straight up copy/pasting from Reddit:
Well. Elemental and Rifles are getting some love this upcoming QoL patch, so I figure it’s time to start complaining a little louder about Shotguns.
Don’t get me wrong, I think SG is a great, well rounded weapon, but the mechanics are borked pretty bad by design oversight and some nasty bugs.
Here’s a list. Feel free to add to it.
Reconstituting Shells has delay
When you use Reconstituting Shells, there is a full 1 second delay (it might actually be longer) before the heal happens. This ability is an instant cast and it’s off of the GCD because it’s supposed to be an “Oh, ■■■■!” button. Please remove this delay, the healing should be instant. The cleanse is instant (on the caster), so why not the heal? There have been instances where I’ve used it, died, and then had my corpse receive the heal.
Trying to reload right as combat ends uses ability
If you try to reload at the same moment that combat ends, you can end up using some ability on your bar. Typically, this is just an annoyance, but I’ve accidentally pulled a group that I wasn’t planning to pull because of this. I don’t know what kind of solution could be done here, but something needs to be done. You know how you got Elemental to work without the bar flip? Maybe come up with something like that here. I don’t know. Anything.
Leaving combat with 0 shells before you can reload = wait time to regen shells
If you have zero shells when you end combat you have to stand around and wait for your shells to reload themselves. When you’re doing solo crap or right after a dungeon boss, this is ok, but if you are in the middle of a scenario, for instance, and you lose combat with zero shells just to go right back into combat? Now you have one or two shells for the next fight instead of the 6 you would get from a reload. There is also the nasty problem of some bosses dropping combat on you at random points. Ahnk 6 for instance can do this. You drop combat for a split second, but go right back into combat meaning if you had 0 shells when that happens, you will regen only a single shell. Not bad on that boss, but there are other cases where something like this happens. Leaving combat should give you 6 shells. You shouldn’t have to wait if it means getting rid of this problem. No other weapon requires you to wait between fights just because your gimmick was timed incorrectly when combat ended. Why should SG?
Why is there a gcd on reloading?
While we’re talking about reloading, why the hell is there a cooldown on reloading shells? Am I the only one who thinks this should be instant? Oh, it would clip the animation. So what? This game isn’t about watching purdy animations all day. The delay on attacking after a reload has gotten me into trouble many times. You know that whole 1 shell thing I mentioned above? If you somehow drop combat and end up with one shell and then get back into combat again while in a dungeon, good luck holding threat with one shell plus a cooldown before you can attack again if you have more than one target.
Elites requiring minimum shells
Why do two of the shotgun elites REQUIRE you to have a minimum number of shells? Why not instead have it require UP TO that number of shells with scaling damage the way Kneecapper does? Yea, ok, it might end up not making sense with the animations. Again, so what?
As /u/DigitalVibrations points out below, Cleanup requires 5 shells as well and causes a whole host of problems making it a nearly useless ability to slot.
Can’t reload after crash sometimes
After crashing, you sometimes get a bug where you can spend your shells, but you can’t reload your shotgun until after you die. So even if you somehow miraculously survive during a boss fight, you’re boned anyways. Happened to me on DW6 tonight. Crashed on an add phase while Viking Jesus was up, so everybody was one shotting the adds when they stood up. Gave me time to get back in, but just using my offhand I couldn’t hold aggro, especially after Concuss wiped it.
Glutton for Punishment taunt doesn’t work half the time
The taunt on Glutton for Punishment has either a broken radius or it affects the incorrect number of targets. Since I started using Into the Fray instead, I’ve realized that the taunt problem is just GfP. It seems to always work fine on single targets, but once you have a lot of adds up it fails spectacularly, only taunting two, maybe three out of a pack even when you’re right in the middle of them. Into the Fray has never seemed to fail to taunt the maximum number of mobs from your point of impact. The biggest drawback is the minimum range on it, so I’d much prefer GfP in most circumstances, but it’s unreliable as a taunt.
Can’t change shell type out of combat
Well, technically you can, but only if you count switching to Dragon’s Breath. What if using Shell Salvage out of combat forced the reload swap bar to stay up for a few seconds? I don’t see any real problem with that. You know what, why not do this anyways if you exit combat with zero shells. Just keep the reload bar up. There’s no need to just default back to whatever shells you had and call it a day. Just leave the reload bar up, I can choose to reload what I want. It solves the problem of accidentally using an ability at the end of combat with 0 shells and it solves the problem of quickly exiting and reentering combat with 0 shells. Just leave the damn swap bar up regardless of whether you’re in combat or not. There’s no reason for it to go away at all. I’m not suddenly going to forget how to reload just because I’m out of combat.