Dual Pistols uniqueness idea.


008Zulu

 

Posted

IF YOU ONLY WANT TO READ THE IDEA SKIP DOWN TO THE NEXT ALL CAPS PART!
So, Positron pretty much gave it away that we're getting dual pistols. And you know, even if we aren't getting Dual Pistols; this is a neat idea for any new sets coming out. specifically damage sets:

lets take dual pistols as an example for now and let us think of the obvious points that it will have:
1. mostly lethal damage, and a possiblity of getting the Gunslinger incindiary and liquid nitrogen rounds.
2. similar to AR. face it, another gun set.
3. typical attack like up. it will most likely look like this:
--
1. weak attack, fast recharge
2. moderate attack, moderate recharge
3. moderate cone, moderately high recharge
4. Aim
5. Snipe or unique attack only for the Set
6. High Damage Attack, Long recharge
7. Most likely an PBAoE attack. (spinning pistol attack?)
8. Another unique attack only for the set
9. Nuke attack or Crashless nuke
--
Do we really want this set up? I've heard many suggestions already. My favorite coming from another person was:
"make it like dual blades with a combo system!"
I like the idea! but once agian its not unique to the set.

HERE IS MY SUGGESTION:
Why not replace the snipe and another typical ability with 2 toggles. Yes, toggles. These toggles would be "ammunition" for the dual pistolist.
Lets say you toggle "Incindiary Rounds." while this is toggled, all of the pistol attacks deal extra fire damage (on top of it's lethal damage) and perhaps a small debuff. Or perhaps you toggle "Liquid Nitrogen Rounds." this would give you a small Cold damage boost and a chance to hold. (NOTE: these are simply examples and are not the idea. the idea is the Toggle itself)

We already have a lethal damage set: Assault Rifle. Heck, Archery even. While I don't want the entire set comprised of toggles, I do believe this would make Dual Pistols (or other new attack sets in the future) more unique to the person playing them and force players to consider what abilities they are using more often.
This would also get rid of the idea that Dual Psitols is a pure lethal damage set. It could now be Part Lethal part Fire. Or part Cold. Possibly Toxic even.(if you use poison-tip bullets.. I'd personally love a toxic damage set)

Please consider this idea and brainstorm. If you don't like the idea then please suggest your own idea. Not just for Dual Pistols but for power sets in general. New ways of playing power sets need to be expanded and who better to do it than the people who play them: You and Me.

Edit: Grammar makes people want to read your posts moar.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

Hmmm... Your ideas intrigue me, I would like to subscribe to your newsletter...


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Quote:
Originally Posted by Samuel_Tow View Post
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Posted

Since when is Dual Pistols going to be anything like AR, besides that they both do Lethal damage (partly and presumably) and use weapons? Have you ever even played AR? It's got a single-target stun, two Fire attacks, and a smashing/lethal AoE.


 

Posted

The toggles that affect other powers in the set is a really cool idea. Are they intended to be mutually exclusive? You would want to fire flaming Liquid No2 shells would you?

It reminds me a bit of how Dual Blades introduced a new gameplay mechanic with combos. It could have been just another set with different looking attacks, but it wasn't.

Its a cool alternative to Build Up which we havent had yet. Soul Drain, Follow Up and Rage all make their respective sets more fun when you're on your 20th alt, this would be a great addition.

Nice one, Vel!


 

Posted

Okay, that distraction out of the way...


I really like this idea, but I suspect it couldn't be implemented with the current game engine.

Unless I'm forgetting something, there is no effect, buff, or temp power in the game that adds a completely new damage type (cold, fire, toxic, etc) to an attack that previously didn't have that damage type. In that case they couldn't just tweak an existing mechanic, they would have to create an entirely new one. That is also assuming that said new mechanic would even work in the current game engine.


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Posted

You'd of said the same thing about combos though.

I think this is a fantastic idea and I really hope the devs take something from it. If not this exact idea then at least they continue adding power sets with interesting quirks like this.


 

Posted

I like the idea much better than I like the idea of pistols. And I assume that it'd work something like assassin's strike (add x amount of damage if b power is on).


 

Posted

This is an awesome idea. I'd love to see something like this implemented.


 

Posted

[ QUOTE ]
Unless I'm forgetting something, there is no effect, buff, or temp power in the game that adds a completely new damage type (cold, fire, toxic, etc) to an attack that previously didn't have that damage type. In that case they couldn't just tweak an existing mechanic, they would have to create an entirely new one. That is also assuming that said new mechanic would even work in the current game engine.

[/ QUOTE ]They already have a mechanic for this, which is used by Mystic Fortune, Vengeance, and Targeting Drone, among others.

- The effect of the toggle is "Enable IncendiaryRounds mode" (or whatever)
- The effect of the attacks includes "XY.ZQ Fire Damage (if IncendiaryRounds active)" (etc.)

Targeting Drone: Enable Target Locked mode for 0.75s
Sniper Rifle: 33.52 Lethal damage (Targeting Drone active)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

This is perhaps the most clever statement ever to come from a topic mentioning Dual Pistols.

Coming up with new ways to create a set that isn't just new animations/damage would be refreshing.

I like it.


 

Posted

[ QUOTE ]
Okay, that distraction out of the way...


I really like this idea, but I suspect it couldn't be implemented with the current game engine.

Unless I'm forgetting something, there is no effect, buff, or temp power in the game that adds a completely new damage type (cold, fire, toxic, etc) to an attack that previously didn't have that damage type. In that case they couldn't just tweak an existing mechanic, they would have to create an entirely new one. That is also assuming that said new mechanic would even work in the current game engine.

[/ QUOTE ]

Dont IOs do this exact thing tho? Slot a "Chance for Energy Damage" into an attack and wham, you deal energy damage. I beleive his toggles would just take away the chance and have it auto. IIRC that is.

This is a cool idea however, and I swear on my hero's grave that I was thinking of something similar to this idea. Darn you for beating me to the punch! *Shakes Fist*


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- To Each His Own

 

Posted

I recall reading something very similar a few years ago, and someone said that it couldnt be done under the current system, but i still like it and would love to see it.


Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.

 

Posted

[ QUOTE ]
[ QUOTE ]
Okay, that distraction out of the way...


I really like this idea, but I suspect it couldn't be implemented with the current game engine.

Unless I'm forgetting something, there is no effect, buff, or temp power in the game that adds a completely new damage type (cold, fire, toxic, etc) to an attack that previously didn't have that damage type. In that case they couldn't just tweak an existing mechanic, they would have to create an entirely new one. That is also assuming that said new mechanic would even work in the current game engine.

[/ QUOTE ]

Dont IOs do this exact thing tho? Slot a "Chance for Energy Damage" into an attack and wham, you deal energy damage. I beleive his toggles would just take away the chance and have it auto. IIRC that is.

This is a cool idea however, and I swear on my hero's grave that I was thinking of something similar to this idea. Darn you for beating me to the punch! *Shakes Fist*

[/ QUOTE ]


D'oh! That definitely falls under "unless I'm forgetting something".


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.Driver Sweeper * CohHelper * HijackThis * TweakCoH * CPU-ID
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Posted

[ QUOTE ]
I recall reading something very similar a few years ago, and someone said that it couldnt be done under the current system, but i still like it and would love to see it.

[/ QUOTE ]

It can be done though. We can already add new things to powers with IO's. Adding them in a toggle shouldn't be too difficult. It'd just be based on one of the many accuracy toggles we have around. Or hell the fire melle/armor (not sure which) power that increases fire damage is probably based on the same principal.


 

Posted

[ QUOTE ]
It can be done though. We can already add new things to powers with IO's. Adding them in a toggle shouldn't be too difficult. It'd just be based on one of the many accuracy toggles we have around. Or hell the fire melle/armor (not sure which) power that increases fire damage is probably based on the same principal.

[/ QUOTE ]

You're amusingly wrong. Adding something via an IO and adding something via a power aren't the same. Increasing accuracy via a toggle (re: Focused Accuracy) globally adds 20% accuracy. It increases your base accuracy modifier of the to 1.2. Slotting accuracy into a power (re: enhancements) multiplies the base accuracy of the power itself by 1.2.

Toggles can only affect character wide attributes, not power specific attributes. In fact, afaik, they can't do anything to interact with power specific attributes. Procs are all power specific attributes.

The powers you mention (The APP version of Focused Accuracy and Targeting Drone and Fiery Embrace) don't operate the way you think they do either. FA/TD manipulate character wide attributes. They don't add accuracy to every single power directly. Fiery Embrace is simply a modification of numbers. +Dam has to be flagged specifically for each type of damage that it increases. Build Up increases smashing, lethal, energy, negative, fire, cold, psychic, and toxic damage independently. Fiery Embrace simply has a higher value for +dam(fire) than it does for the others.


 

Posted

[ QUOTE ]
I recall reading something very similar a few years ago, and someone said that it couldnt be done under the current system, but i still like it and would love to see it.

[/ QUOTE ]

That was quite possibly me, I think I originally suggested this (though its entirely possible I wasn't the first) a couple of years ago in a DP thread (which also involved coming up with a DP secondary for Blasters) I PM'd Castle and he said it was technically possible but would also most likely be very buggy and hard to manage. Not his exact words, and its entirely possible things have changed since then.


Always remember, we were Heroes.

 

Posted

[ QUOTE ]
Toggles can only affect character wide attributes, not power specific attributes. In fact, afaik, they can't do anything to interact with power specific attributes. Procs are all power specific attributes.

[/ QUOTE ]

Toggles can also set character modes, as most heavily evidenced by Kheldian transformations. These modes can then enable or disable powers and even activate specific, mode-dependent secondary effects. I looked at the power set-up of Dual Blades in Red Toamx's City of Data a while back, and if I remember correctly, each combo attack landed shifts the character into a different state, with each next attack in the combo having one mode-dependent stat and each returning to normal mode.

Theoretically speaking, these toggles could be set to put the player in specific modes that powerset powers would then be able to have specific additional secondary effects activated by them.

It's quite possible, but I'm not a fan of the idea. The notion of ammunition is completely absent from this game, as is the notion of switching rounds. Gunslingers don't reload each time they need to fire a Cryo Round or an Incendiary Round. They don't even spin their revolver drum. They just point and shoot. Assault Rifle users don't reload to switch from low calibre rounds to deer slugs to scatter buckshots to high-calibre sniper rounds, even though they all come from the same barrel.

I'm also not a fan of toggle damage or effects buffs. If it's a toggle, it has to be balanced on the low side, because it will provide a consistent performance increase. We end up with something like Targeting Drone, which, while good in itself, isn't nearly powerful enough to actually replace slotting, and as such ends up as only a boost. Such a damage buff toggle would do precious little, and even if it increased a Blaster's damage over time, it will lack the insta-punch that a traditional Aim + Build Up combo carries. I'm REALLY not looking forward to getting another Assault Rifle, but for an entirely different reason - I don't want a set that's so mired in utility, theme and over-specialization that it becomes badly ineffective in many very common situations.

There's also the distinction to be made of buff vs. base damage increase. Dual Blades' combos are an excellent example - where just adding a bit of damage buff goes into the same pool as enhancements, inspirations and other people's buffs, adding base damage actually adds this damage, times whatever the buff is. Because Dual Blades' damage-dealing combos - Sweep and Attack Vitals - are actually power effects and not buffs, they benefit from damage slotting and damage buffs, making the additional punch of the combo that much more powerful. A Blaster with the potential for close to doubling his base damage numbers, then, is going to suffer BAD from being overbalanced. Either regular damage will SUCK to allow the additional damage to be meaningful yet not overpowered, or the additional damage will suck, allowing the Blaster to perform but not break the game. Given that this will be a toggle, the balancing point is likely to be very low, adding to the problem.

Personally, I'd rather the set were designed for quick, hard, deadly strikes, rather than for prolonged tactical battle. Both in reality and in fiction, handguns are not tactical weapons suitable for heated firefights. Ignoring the realism of them largely being reserved as side arms, when the rule of cool badasses brandish their guns akimbo, they get done fast, one way or the other. For that reason, I'd rather this were a badass set about hitting hard and hitting fast, rather than relying on whatever benefit a continuous toggle could provide.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

[ QUOTE ]
Toggles can also set character modes, as most heavily evidenced by Kheldian transformations. These modes can then enable or disable powers and even activate specific, mode-dependent secondary effects. I looked at the power set-up of Dual Blades in Red Toamx's City of Data a while back, and if I remember correctly, each combo attack landed shifts the character into a different state, with each next attack in the combo having one mode-dependent stat and each returning to normal mode.

Theoretically speaking, these toggles could be set to put the player in specific modes that powerset powers would then be able to have specific additional secondary effects activated by them.

[/ QUOTE ]

I guess it would be possible for all of the attacks in question to simply check for the Dual Pistols Fire/Cold Mode 1/2. They'd just need an extra portion of damage on them that only activates whenever that toggle is up. The problem with this is that it makes the toggle itself simply activate the capability but the power itself actually modifies the damage. Slotting the toggle itself wouldn't really do anything to increase the potency of the round (which I think is part of what's being asked), especially if there are any debuff type rounds (Freezing rounds).

[ QUOTE ]
There's also the distinction to be made of buff vs. base damage increase. Dual Blades' combos are an excellent example - where just adding a bit of damage buff goes into the same pool as enhancements, inspirations and other people's buffs, adding base damage actually adds this damage, times whatever the buff is. Because Dual Blades' damage-dealing combos - Sweep and Attack Vitals - are actually power effects and not buffs, they benefit from damage slotting and damage buffs, making the additional punch of the combo that much more powerful. A Blaster with the potential for close to doubling his base damage numbers, then, is going to suffer BAD from being overbalanced. Either regular damage will SUCK to allow the additional damage to be meaningful yet not overpowered, or the additional damage will suck, allowing the Blaster to perform but not break the game. Given that this will be a toggle, the balancing point is likely to be very low, adding to the problem.

[/ QUOTE ]

I guess one way to work around this is to make the actual +dam portion small enough to be nice but not incredibly powerful. There's no reason why the additional damage has to specifically be on par with another attack. It could simply be 5-10% extra damage. Another option might be to create a pseudo crit capability that only activates whenever the toggle is on. (5% chance for another however much damage If Dual Pistols Mode 1/2 is on). That's just an issue of pulling the numbers down a bit in order to keep it balanced. It's nowhere near the problem of Super Strength with Rage, which, thanks to +dam, requires that every power except Knockout Blow be pathetic to account for the huge +dam Rage provides.

[ QUOTE ]
Personally, I'd rather the set were designed for quick, hard, deadly strikes, rather than for prolonged tactical battle. Both in reality and in fiction, handguns are not tactical weapons suitable for heated firefights. Ignoring the realism of them largely being reserved as side arms, when the rule of cool badasses brandish their guns akimbo, they get done fast, one way or the other. For that reason, I'd rather this were a badass set about hitting hard and hitting fast, rather than relying on whatever benefit a continuous toggle could provide.

[/ QUOTE ]

My preference for Dual Pistols has always been to make it the ranged Dual Blades: combo attacks for all the special effects. The effects could be all over the place, they could even be similar (1 control, 1 debuff, 1 buff, 1 damage), or they could be a bit more specialized (4 additional extra types of damage). I just think it works well for concept and playability.


 

Posted

Hmm alot of people are saying its a unique idea! (thanks for the support!) but also alot of you have said that it cant be done due to the game engine.

Considering we have procs in the game why not make it a toggle that has a change to proc. The proc chance would naturally be 100% thus it will always proc.

by the way, the way i envisioned it is that only 1 toggle could be on at a time, or else there wouldn't be a point in them being toggles (they would just be on automatically).

But agian, thanks for honest opinions and constructive critisism!


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

[ QUOTE ]
Considering we have procs in the game why not make it a toggle that has a change to proc. The proc chance would naturally be 100% thus it will always proc.

[/ QUOTE ]

Sam and I already addressed this, concerning how you're operating under improper assumptions about procs but how it would still be possible if implemented in a different way.


 

Posted

Although I like the idea of giving dual pistols some gimmick like dual blades, I don't want the dual pistols set to turn into a "trick pistols" set, with cryo and incendiary rounds. I don't think that's what most people think of when they think of a dual-wielding gunslinger. Rather, they're probably thinking of something more like Equilibrium. So the toggle idea sounds fine to me, but I wouldn't like the specific effects you outline here.

When I think about dual pistols, I think about
1) extremely fast attacks
2) aimed at multiple simultaneous targets with
3) extremely accurate "called" shots at specific body parts for specific effect

to achieve 1 & 3, you could have something like
crippling shot: short immobilize, -speed
disarming shot: short soft hold, -recharge
head crease: short disorient, -tohit
etc
all with extremely fast recharge and relatively low damage.

achieving 2 is more difficult, but if you wanted a little more verisimilitude than just cone attacks, you would need to come up with a secondary effect system that encouraged rapid switching of targets.

You could possibly tie the secondary effects above with a second tagged shot with the same power and increase their recharges to medium. So if you want the secondary effect on the target, you have to hit them with the same power twice in a row. That would mean you have to wait a second to hit them again, but there are other shots you can take on other targets in the meantime. You cycle back to the original target when the power cycles back up.

I don't know if that would be too annoying for people - it would have to be tested.


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Posted

James i like your number 2 idea the most although i dont know how you would target two enemies at once like you said. It could be a chain-lightning type effect but then you wouldn't have the option of picking the second target.

the toggles dont necessarily have to be elemental damage. they could be (like others have said, not taking credit here) a chance to critical or a chance to stun. the possibilities are quite numerous, not limited to elemental damages although that is what i enjoyed about the gunslinger from Malta (evil little.. grr).

You also contradict yourself by saying "I don't want Trick Pistols" but you want all of these debuffing shots like crippling and -speed. I really don't want that either. Dual Psitols is also a damage set so people will most likely over look the secondary effects unless the damage is set to minor and the attack is specifically made for the effect. And history shows many of those kinds of attacks are chosen second to the primary damage attacks.

If you don't enjoy my idea (which is fine) then lets think of some other things we could add to dual pistols, or other sets that would keep them from being a vanilla set that was made back when the game began.

Finally, the toggles don't have to be a hinderance. I don't want an animation with a reload and all that (thats cumbersome and no other weapon set has that like others have suggested). but make it just a click power thats automatically on with minimal down time and a low endurance cost so you don't feel as if DP is an endurance heavy set.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

[ QUOTE ]

I guess it would be possible for all of the attacks in question to simply check for the Dual Pistols Fire/Cold Mode 1/2. They'd just need an extra portion of damage on them that only activates whenever that toggle is up. The problem with this is that it makes the toggle itself simply activate the capability but the power itself actually modifies the damage. Slotting the toggle itself wouldn't really do anything to increase the potency of the round (which I think is part of what's being asked), especially if there are any debuff type rounds (Freezing rounds).

[/ QUOTE ]

Yikes! Completely overlooked that. Yes, since this toggle would activate effects written into the powers, it wouldn't be able to AFFECT the... Effects in any way other than activating them. There really isn't much to slot a toggle that doesn't have any power stats for. Endurance, possibly, or maybe recharge, but for something like this to truly be balanced well, it would have to have either instant or short recharge and a low cost. Certainly nothing on the level of a damage aura.

[ QUOTE ]
I guess one way to work around this is to make the actual +dam portion small enough to be nice but not incredibly powerful. There's no reason why the additional damage has to specifically be on par with another attack. It could simply be 5-10% extra damage. Another option might be to create a pseudo crit capability that only activates whenever the toggle is on. (5% chance for another however much damage If Dual Pistols Mode 1/2 is on). That's just an issue of pulling the numbers down a bit in order to keep it balanced. It's nowhere near the problem of Super Strength with Rage, which, thanks to +dam, requires that every power except Knockout Blow be pathetic to account for the huge +dam Rage provides.

[/ QUOTE ]

In order:

Making the damage "small enough" is what I'm afraid of. Blasters have enough toggles to run as it is, at least some powersets, so saddling them with another one from their primary with a "small enough" damage boost could potentially do more harm than good. Specifically, I'm worried that this will end up replacing Aim, because you can't have Aim and two toggles in an attack set, because that would only give you 6 other attacks. I just don't see that happening, which means we'd lose Aim - a 62.5% damage buff, and I don't believe a small constant damage buff would make up the difference. I've seen how many worlds apart Archery/Devices and AR/Devices are all thanks to Aim, so it makes a difference.

A critical hit is an interesting idea, but even at double the base damage, it's still a relatively minor contribution to the overall raw damage, and a more minor one still to actual damage delivered to enemies as its uncontrollable nature means it tends to activate on almost-dead minions and triple overkill them, yet doesn't happen against hard targets most of the time. A 5% chance for double damage on a Blaster damage mod with a big Build Up attack would be GREAT! Except Blasters don't have heavy-hitters like Scrappers do, which is where the damage matters the most. Some Blasters have ~2.2 scale damage short-ranged blasts (Power Burst, Blaze, Bitter Ice Blast, Blazing Arrow), but even those fall shy of Scrapper big hitters which are in the neighbourhood of ~2.6 scale damage, only shy below Snipe damage. And we've already said this will replace Dual Handguns' Snipe to begin with, leaving the set with fewer still heavy hitters.

All that is to say, I'm not sure running a toggle that costs endurance is worth that.

On the subject of Super Strength - it's not Rage that causes other powers to be pathetic. As a matter of fact, they're not. They're standard 0.64 minor, 1.0 moderate and 1.64 heavy, the same as Blaster starting blasts, in fact. The reason they seem pathetic in comparison with Knockout Blow is because that single power is vastly overpowered with a damage mod of 3.54, that's 50% more than a Blaster Snipe. Because both Tankers and Brutes, the only people with access to Super Strength, have low damage mods - 0.8 and 0.75 respectively - most Super Strength powers seem weak and the one overpowered one very strong. But that's not the powers being weak, it's the outlier being too strong. All Tanker sets that aren't copies of Broadsword are like this, if you look into it. Energy Melee used to have Barrage, Energy Punch and Bone Smasher at 0.64, 1.0 and 1.64, respectively, though Barrage is a lot stronger now. However, Total Focus is at 3.54 and Energy Transfer at 4.5, together stronger than all the rest of the set put together. Hell, just Energy Transfer used to do more than Energy Punch, Barrage, Bone Smasher and Whirling Hands put together, and because it would usually go with Build Up, the difference was even more pronounced. Something like Battle Axe, on the other hand, is balanced more consistently, with the lower powers doing good damage - Beheader starts at 1.0, I think - and higher level powers not doing stupid amounts, capping with Cleave at 2.76, I believe.

Blaster blasts are already balanced on the low side of scale damage. Most Blaster sets have a 1.0 and 1.64 damage attacks, a couple of ~0.9 area effect attacks and an assortment of other odds and ends. Some have a ~2.2 scale damage 40 foot blast, most have a ~2.7 scale damage snipe and most have some sort of control. There really isn't much room to reduce Blaster damage below that and still make them viable at what they do. In fact, they specifically raised Blaster damage by 12.5% with the Defiance changes to save them from being pathetic. Since the proposed Dual Handguns will lack a Snipe, that puts it even lower, which frankly scares me.

[ QUOTE ]
My preference for Dual Pistols has always been to make it the ranged Dual Blades: combo attacks for all the special effects. The effects could be all over the place, they could even be similar (1 control, 1 debuff, 1 buff, 1 damage), or they could be a bit more specialized (4 additional extra types of damage). I just think it works well for concept and playability.

[/ QUOTE ]

I can't say I'm a fan of combos for Blasters. Combos, by their very nature, rely on a "stand and fight" type of approach, with effects staggered until the end of the combo, giving enemies the precious few seconds they need to hold, sap or outright kill you. For a Scrapper, that works out anyway, because Scrappers are built to stand and fight. Blasters, however, are not, and shouldering them with such a playstyle would do the character a great disservice. The strongest, most effective Blasters are those who can deliver a lot of effect up-front before enemies have much of a chance to retaliate, taking out or incapacitating the biggest dangers. That's one of the reasons why Fire/Fire, despite having little control, can be so effective when done right and why an AR/Dev can use Trip Mine + Full Auto to essentially auto-kill a full spawn.

To my eyes, Blasters play a lot like Stalkers - put all your eggs in one basket, buff up as much as you can, then take out the biggest threat before the battle even starts. This requires strong self-buffs for damage and big attacks that can deliver them. Dual Blades, for all the respect I have for its innovation, plays exactly the OPPOSITE way. You start out with your weakest attacks and without your buffs, then build up from there, finally culminating into something relatively big when the enemies have already taken multiple shots at you. What's more, Blasters lacking the big hitters that Scrappers do (even Sweeping Strike is 2.0 and does an additional 1.0 in DoT from Attack Vitals), that would be seriously problematic.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I kinda like this idea. Hell, I'll throw out an expansion of my own.

At two points in your career (say, a Blaster's lvls 8 and, oh, 26) you get to pick a ammunition toggle. What's the catch? You get to pick two out of a number of different but balanced ammo types (+dam (cold) - rech; +dam(fire) DoT(fire), +dam(nrg) -end, DoT(tox) -regen (villain only?) etc...).


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