Yeah it does that. Unsure if it's intentional or not but you will be hit by the ability every time you're in range, even if you kill it.
this should be fixed anyway. another reason thinking about Jobs like a "suicidal-retardo" mech.
press F, die, see how they being stunned, lel.
just another example, if delete "after death stun", and "through wall stun" features, which is obviusly look like a bug for me (even if this not a bug, it is just sux), EMP-blast will be completely bad without it.
you literally will die any time when you trying to use it, because you should see the enemy. if enemy also see you, he kill you because you got charge/self-stun.
i can agree with current mechanic if... let say:
1) charging -> 1 or 1.5 second (which allow you jump+shift and press F, and got stun while you landing),
2) no self-stun after EMP-blast
3) highly decrease stun time to 2 second
4) but EMP-blast shouldn't working through wall or floor, and shouldn't blast if you die before you can cast it.
this mean, you can do stun for someone, and don't die like a sicide mech.
it is also mean, you spent 1-2 sec to charging, but when you release EMP-blast, now you got advantage, but enemy have a disadvantage and can't move. enemy still can kill you, but also can kill him due don't have stupid self stun.
as a variant, it also can be:
- 1 second charging (no move, no turn)
- no self stun after blast
- enemy also got 1 sec. stun
- 15-20 sec. ability cooldown
to use it like a micro-stun while stun. you not have a high effect, but can do it often and sometimes make it unexpected.
anyway, i still prefer mechanics with "10% slowdown", "EMP items disabling" or "EMP disarm" (like standart EMP), which i suggest before, instead stun mechanics.