UB Ooze - Please fix ASAP (maybe)
Morning,
I've come across a HUGE frustration playing as UB with an ooze build on the weekend, I'm not sure if it's a deliberate design 'feature' or not. Either way it's really annoying. Anyhow, my point. When turning Ooze on or off the UB stops. This cost me I'd say at least 1 death a game on the weekend out of the 10 or so I played. When you're getting hammered and chased the last thing you want is the hp drain from ooze, but you're better off keeping it on than hitting '3' and then having to click again to keep running, this 1/2 a second can be just enough for an enemy to get that last hit in that they need.I don't really see any logical reason for stopping the beast it would be MUCH better if you could turn it off at will adn it kept running.
Also I'd like to see the 1 second cool down removed as well, it's kinda pointless and can be confusing if you have to flick ooze on and off quickly. Think mob runs in, you hit it and kill them all so you switch off but enemy dg comes in and you hit it on again, he hurts you so you wanna get outta there and switch it off. Thats 3 times you have to both be stopped and also have to time by 1 annoying second your Ooze.
Can GPG please fix this small yet very frustrating 'feature'.