Spark dash is a great skill on paper, fun to use, and shines just fine in easy/normal/hard difficulties. it's basically Biotic Charge from the Mass Effect series.
The problem is that is has a long wind-up animation, during which you cannot move and are completely vulnerable, this leads to several issues:
The former issue is a problem in grandmaster, especially at 2 or above. Where the window in which you do your cute charging animation can easily get you killed. The latter is more frustrating/bad for quality of life, often a target will move back into cover causing you to slam into a wall, or you set up a combo, but as you go to trigger it one of your teammates, triggers it, causing the enemy to die and your spark dash skill fizzles and goes back onto cooldown so you can't even use it on another target.
Like I said earlier, this skill is basically Biotic Charge from Mass Effect, and some of the same lessons can be drawn from it; for example the animation could be made shorter, or the player could be made invulnerable for the duration of the the charge up animation (Giving it a secondary function as a defensive move if used skillfully).
In the current meta it's hard to justify taking this skill in end-game content as it's just too risky, which is a shame because it's definitely one of interceptor's most entertaining skills and fits with it's theme of agility and close quarters, and it'd be nice if it could receive polish in the future.
April - last edited April
Some of these issues are kinda sorta partially offset by getting the right Masterwork build, and inscriptions that add more “charges,” but... yea. The base version of Spark dash with pre-Masterwork gear doesn’t really work that well. At that point you have to rely solely on health drops for survival, and have no good way to restore your shields in combat, so if you’re not dead by the time you dash, you’re quite likely dead shortly afterwards.
It’s probably in part because it wasn’t originally designed to work that way. It seemed to work differently in the demo, and I only realized they changed it by seeing other Interceptors use it. And the pre-MW gear seems to be meant mainly as “training wheels” to give you an overall idea for how abilities work, before adding the MW perks to the equation. But still, it would definitely help if the ability’s base mechanics didn’t require MW perks and lucky inscriptions to be viable.
Though do also note that you’re kinda supposed to be using Masterworks and Legendaries past GM1, so if you’re just using an Epic Spark Dash in GM2, it’s not really meant to be super effective by that point.