Viscous Goo Punch (And general melee ability) Item Interaction bugs

shipress

New member
There are a number of bugs and weird quirks with Viscous' Goo Punch (I'm aware that some of them might actually be things working as intended, and its just problem of tooltip clarity).

- T3 Goo Punch doesn't benefit from the 25% bonus heavy melee damage from Melee Charge/Crushing Fists. It puts the item on cooldown (and correctly applies the passive stacks from Crushing Fist) but doesn't benefit from the bonus damage associated with the cooldown. Tested by comparing Melee Charge damage vs Melee Lifesteal which have similar non-conditional +melee damage bonuses.

- Goo Punch DOES count as weapon damage for the purposes of Recharging Rush (this is awesome, and not a bug. Just establishing precedent)
- Goo Punch DOES NOT count as weapon damage for the purposes of Long Range/Sharpshooter, CQ/Point Blank, Opening Rounds, or Monster Rounds (vs NPC bonus)
(side note, drifter's rend also doesn't benefit from those conditionals)

For reference, Point Blank, Monster Rounds, and Opening Rounds all provide their benefits to normal/heavy melee attacks, and to Venator's Gutshot.

EDIT: This is a problem with drifter, billy, lots of melee heroes. There is a pretty impressive comprehensive list on the forum here.
 
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I didn't realize there were already a million people who had reported this. Also before that one dude steps in and says "this is just how its always been", then they should really fix the fact that melee charge goes on cooldown if its going to do literally nothing.

I suspect this is mostly just a tooltip clarity problem. I learned while testing that melee damage from normal melees and abilities all apply status effect buildup? I just assumed it wouldn't work because these items *specifically* say "bullets", which is on the far side of the spectrum of "should this work on melee RAW".
 
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