Viscous rework

Stretch Shot: V disarms themself and fires a hand in a direction to, until button release, pull themselves towards any enemies (who are slowed) or terrain that hand connects to. For some seconds after Stretch Shot's button is released V can extend its cooldown to cast it again, freely alternating hands while airborne or once so after ever touching the ground. Hands release with the button any terrain they connect to but not enemies, instead holding on until they are too far away, another hand is fired to pull both (or all 3, if V catches a 2nd) toward the midpoint of, or V's re-cast window times out
Cube: Loses allied casting but gains moment physics and the ability to catch (as a moving root) enemies by colliding into them with enough velocity. If catching these enemies ends with ramming the cube into any terrain they are further damaged and stunned
Goo Path: V forms a thin trail beneath them difficult for other players to stand on. V can attack from this as a platform, slide down it for momentum, or escape enemies unable to chase into the air. Despawns on a shorter distance from V
Dome Bubble: Around themselves and any players near enough, V summons an indestructible sphere only they can walk through
 
Never mind. Kelvin runs Cube and Path (not Dome) with more ludonarrative punch but Ivy still uses Goo Ball better
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Splatter needs more than a ridiculous name: The ground effect being bouncy (like Portal 2's blue goo, not Holliday's pad) feels like it's waiting in the wings. And/or momentum physics scaling damage with vertical distance travelled down? Both would play well with spiderman-ing
Puddle Punch needs a shader crackle for summoning the goo (then so too do reloading bullets & Splatter. Dome can animate like an inflated balloon with the crackle on Viscous walking through it): Energy released to sell the power of summoning matter
 
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