A Radical Change To Weapons
To do something like this, the Devs would need to very carefully balance all of the options.
Smashing and Lethal damage are highly resisted in this game, moreso than any other damage type. Cold, on the other hand, is very rarely resisted. So, you couldn't just take Broadsword, and make the damage 50% Lethal, 50% Cold, because then it would be better than the normal Broadsword set. It would do more damage to more enemies.
This would be an incredible amount of work that, while I like the idea, seems to be too much just for certain sets.
Why couldn't my Super Strength character have flaming fists? Or my Martial Arts Scrapper have lightning feet? Why would only weapon users get something like this?
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To do something like this, the Devs would need to very carefully balance all of the options.
Smashing and Lethal damage are highly resisted in this game, moreso than any other damage type. Cold, on the other hand, is very rarely resisted. So, you couldn't just take Broadsword, and make the damage 50% Lethal, 50% Cold, because then it would be better than the normal Broadsword set. It would do more damage to more enemies. This would be an incredible amount of work that, while I like the idea, seems to be too much just for certain sets. Why couldn't my Super Strength character have flaming fists? Or my Martial Arts Scrapper have lightning feet? Why would only weapon users get something like this? |
And yes, you're right, they WOULD need to do some balancing. I knew Cold was probably the least-common damage in the game, but the idea is a very, VERY rough draft, I must say.
Fire Strength? Martial Farts err... Frost? Sure! I'd love to add them in, but I think weapons would be an awesome forefront to this (not to mention, Energy melee might have to change, since Super Strength + Energy... Well... ) It's just an issue of starting somewhere, and working to something more prolific. I'm all for customizability for those who don't use weapons and whatnot.
I like this idea a lot, even with the balancing that would be required.
I've never really understand why smashing and lethal have to be treated differently than other forms of damage. Maybe that needs to be rebalanced, rather than balancing new things around the existing imbalances.
Why couldn't my Super Strength character have flaming fists? Or my Martial Arts Scrapper have lightning feet? Why would only weapon users get something like this?
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But overall, I'm highly in favor of this idea, as stated lethal and smashing are /the/ most resisted damages in the game broadsword, Axe and Mace make up for it with raw damage, Claws and DB get DPS, katana is stuck in a horribly awkward middle ground, and for conceptual purposes my katana scrapper would be doing lethal/energy or lethal/psi damage (His blade is supposed to be super charged with ki from having been wielded in his family for five hundred years) and it would be nice to finally have that in game mechanics.
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This'd be a helluva lot of work, but it'd certainly add a lot of complexity and variety to what is now the pretty staid and structured world of melee. I'd dig it.
I'd make a Brute with Ice Claws!
Formerly known as Stormy_D
It comes down to balance. Look at how element/physical attacks are actually balanced in th game - most of them aren't split 50/50. In fact, most elemental-mostly attacks are heavily slated towards doing mostly damage of their element, with a little smashing or lethal. You can't really just grab a set balanced to be lethal damage and switch out part of its damage with an element. I mean, you could, but the results may not be what you want. Part of the reason balance is needed, in addition to keeping anything from being too good, is to keep anything from being too bad. Switching out a weapon's physical damage for an element, potentially a largely unresisted element, is just asking for trouble - it incerases the weapon's output with no balancing cost. Inversely, NOT changing the weapon's damage away from, say, lethal, could be seen as gimping yourself. And it would be, given how many things have 50% lethal resistance.
The idea itself is interesting, believe me when I say this. I would very much like the ability to pick the element of my weapon and go from there. As a reverse-edit to current design, however... I'm not so sure. Currently, weapons are based around their own concepts in terms of damage and secondary effects. Broadsword does defence debuff, while Battle Axe, being a large weapon (supposedly) does knockback. Switching both to be Fire damage isn't really something you can just do without uprooting half the game's available powersets.
And, in general, this move towards "make your own powerset" isn't something I can really support. Again, it's an interesting idea, but having seen how it works in a game that tries to run with it, I am not convinced it's practical. Neat concepts are neat, but the thing has to play at the end of the day.
Though, balance aside, I do like the idea of picking elemental weapons for our sets. I'm not quite sure I want to alter the set mechanics themselves, but I would definitely like to see elemental weapons as cosmetic additions. If we can have fire shields that don't protect from fire, specifically, we can have fire swords that don't hit with fire, at all.
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.
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Don't take this the wrong way but:
This is just catering to min/maxers. It doesn't have as close a relationship to "My concept is an ice sword" as it is close to "I want to do uber energy damage and not lolethal".
The only time doing smashing or lethal damage would fly in the face of your concept is if you're sitting there reading the combat log. If I had a concept for a flaming broadsword user, I'd just want an aura for my broadsword or the option to use Fire Sword/Greater Fire Sword as weapon options.
And that isn't even mentioning the plethora of balancing issues. But all this work only opens up the floodgates. Where are my smashing arrows? My psi bullets? My toxic mind blasts? My netherworld ice shards?
I could see a possibility for future sets having an option to choose damage types but only because they'd be singularly balanced around this option.
I agree with Leo. This only matters to concept players if they consider the combat log part of their concept. It would be an absolute nightmare to balance, as if the existing game has been such a walk in the park.
All we need is more options for auras, and the ability to attach them to weapons, shields, etc (and giving out the Fire/Ice/Stone/etc weapon options as costume pieces is a cool idea too).
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
The idea that Smashing/Lethal needs to so heavily be resisted compared to other damage types is part of the problem with balance in this game. It's just silly.
The idea that Smashing/Lethal needs to so heavily be resisted compared to other damage types is part of the problem with balance in this game. It's just silly.
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Mundane damage types are thematically and realistically easier to get than elemental types.
A bulletproof vest protects you from bullets(lethal) sure, but it doesn't do much against fire.
Plate armor helps against maces/swords, but it wont do you a whole hell of a lot of good against lightning.
Conceptually it simply makes more sense for enemies to have Smashing and Lethal resistance.
EDIT: This is not at all to say that I'm opposed to lowering the level of Smashing/Lethal resistance of mob in game, because I'm not. Having played a FF/Psi defender to 50 I know how much of a PAIN IN THE *** it is to fight mobs that are highly resistant to your damage type (Damned Robots, Zombies and Carnies!)
If I may suggest a different route to take this idea.
Step 1) Make those various weapon skins available for those weapons. Fire Broadsword/Katana/Dual Blades/Claws both as pure elemental type and a aura version.
Step 2) Create Common Easy to get, +Non Smashing/Lethal DAMAGE IO's.
They wouldn't be linked to any sets.
They would give a 100% chance for +10 damage of a Non Smashing/Lethal type (Fire/Cold/Energy/Negative Energy/Toxic/Psi)
These IO's can be put into any ranged/melee attack power.
They would cause a graphical effect that is associated with the IO. Hit with the attack that has a Fire Damage IO in it, you will see flames hit the target for instance.
At only doing 10 damage, while they would be constant, the normal procs would net better DPS.
I just use 10 as a nice round number btw. Maybe 5? I'm sure some dmg powr would make out like a bandit at always +10 Damage to the attack to screw it up.
This new IO would then be useable by all ATs. This is why I say make it common, and not tied to a set. And thus all ATs can customize themselves even more.
You make it common, so you don't see them going for millions. Instead they go for a few thousand, as everyone will tend to get some sort of +DMG IO, they can trade off for the one they want.
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If I may suggest a different route to take this idea.
Step 1) Make those various weapon skins available for those weapons. Fire Broadsword/Katana/Dual Blades/Claws both as pure elemental type and a aura version. Step 2) Create Common Easy to get, +Non Smashing/Lethal DAMAGE IO's. They wouldn't be linked to any sets. They would give a 100% chance for +10 damage of a Non Smashing/Lethal type (Fire/Cold/Energy/Negative Energy/Toxic/Psi) These IO's can be put into any ranged/melee attack power. They would cause a graphical effect that is associated with the IO. Hit with the attack that has a Fire Damage IO in it, you will see flames hit the target for instance. At only doing 10 damage, while they would be constant, the normal procs would net better DPS. I just use 10 as a nice round number btw. Maybe 5? I'm sure some dmg powr would make out like a bandit at always +10 Damage to the attack to screw it up. This new IO would then be useable by all ATs. This is why I say make it common, and not tied to a set. And thus all ATs can customize themselves even more. You make it common, so you don't see them going for millions. Instead they go for a few thousand, as everyone will tend to get some sort of +DMG IO, they can trade off for the one they want. |
And yes, to EVERYONE against the idea; I would like to PROPERLY balance things. In hindsight of posting, I don't think that a weapon should be doing 50% Cold damage, 50% Dark, etc.
I do, however, feels that it fills the thematic gap. Yes, you can easily say that it's just for people whose combat log is part of their concept, but I tend to disagree. I'm sure Thor would feel just silly if his mighty Hammer didn't clobber people and then zap 'em with lightning.
The point I'm trying to make is that being able to sort of 'tint' a powerset to your liking is the next step in customization. Would it take a ton of work? Probably, yes. I'll admit, this would be one helluva project. Would it be worth it? I can't really tell you yes or no. I'd like to see it happen, but I know not everyone shares this.
I like the idea. Especially since I love using weapons even knowing that they underperform compared to their alternatives. It would take some serious work to make it happen. But they did Power Proliferation, they did Custom Power Colours, they can do this.
The problem I got with it is that it should be limited. Not that I can choose my flaming broadsword against certain mobs, then switch to the toxic one to defeat another. Just as you cannot change being a fire blaster suddenly.
Don't take this the wrong way but:
This is just catering to min/maxers. It doesn't have as close a relationship to "My concept is an ice sword" as it is close to "I want to do uber energy damage and not lolethal". |
You're showing off to your friends, weilding your badass flaming sword of amazingness and suddenly you come up against the Winter Horde. Great! Your sword will melt them like butter while your friend with his hammer of lightning takes out the robots. Except you both just do sub-par damage and that is where it affects concept.
I could get behind this idea, but only if it wasn't limited to melee sets. (Or at least, melee sets first and everything else later) As a couple of examples off the top of my head - energy blast -> energy rifle? (Though that one might be doable with power customisation as it is now, I dunno) Zelda-style swordbeams, anyone? Lightning rifle ala UT2003?
But yeah, would be absolute hell to balance. To the point that it'd probably have to be a boxed expansion at least to justify the time involved in doing it. Though, if after GR they did announce pretty much this as a boxed expansion, I'd buy it.
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Or how about this:
You're showing off to your friends, weilding your badass flaming sword of amazingness and suddenly you come up against the Winter Horde. Great! Your sword will melt them like butter while your friend with his hammer of lightning takes out the robots. Except you both just do sub-par damage and that is where it affects concept. |
It's certainly an issue when facing certain foes but it isn't concept shattering either.
The point I'm trying to make is that being able to sort of 'tint' a powerset to your liking is the next step in customization. Would it take a ton of work? Probably, yes. I'll admit, this would be one helluva project. Would it be worth it? I can't really tell you yes or no. I'd like to see it happen, but I know not everyone shares this.
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There is something to be said about uniqueness of theme, though. Powersets are generally designed to have both a visual theme and a practical theme -fire sets deal extra damage, cold sets slow things down, dark sets debuff and so forth. Whether that's important enough to hold back a more customizable system (and indeed, if more customization in this respect is merited) isn't an argument I feel confident enough to to discuss, however.
Let me pose this question, then - if we give elements to weapons, what do we do to non-weapon sets such as Martial Arts or Radiation Blast?
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.
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There is something to be said about uniqueness of theme, though. Powersets are generally designed to have both a visual theme and a practical theme -fire sets deal extra damage, cold sets slow things down, dark sets debuff and so forth. Whether that's important enough to hold back a more customizable system (and indeed, if more customization in this respect is merited) isn't an argument I feel confident enough to to discuss, however.
Let me pose this question, then - if we give elements to weapons, what do we do to non-weapon sets such as Martial Arts or Radiation Blast? |
As far as the second point goes, I would think radiation and such blasts would look great if we could make them come from rayguns and so forth, but as far as an elemental MA is concerned, I would personally think that that would be better left as an animation customization for already existing elemental melee sets.
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Well, really, the sticking point for me is keeping thing balanced. I like the idea itself, so as long as things can be kept from flying too far out of wack, creating anything that trumps everything else, or anything that is spectacularly bad, then I say go for it. I don't really have an argument why the idea itself is wrong.
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There is something to be said about uniqueness of theme, though. Powersets are generally designed to have both a visual theme and a practical theme -fire sets deal extra damage, cold sets slow things down, dark sets debuff and so forth. Whether that's important enough to hold back a more customizable system (and indeed, if more customization in this respect is merited) isn't an argument I feel confident enough to to discuss, however.
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Fire: Additional DoT damage
Cold: Slow
Electric: -End, possible sleep or End leech.
Darkness: -Acc
Radiation: ... -Attack? I don't know what radiation works with.
To be honest? I don't know. I suppose that over time, the devs could expand things to melee, like Super Strength and Martial Arts, but it could also include powers for the Assault Rifle... Fire/Ice/Elec bullets?
Or how about this:
You're showing off to your friends, weilding your badass flaming sword of amazingness and suddenly you come up against the Winter Horde. Great! Your sword will melt them like butter while your friend with his hammer of lightning takes out the robots. Except you both just do sub-par damage and that is where it affects concept. |
Except you're crazy. Broadsword was very good, and then got Buffed in the weapons passes, and now you call it 'sub par'. Why SHOULD the set that gets Parry also do damage as good as the set with nothing but DoTs???
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
btw
the secondary effect of Radiation is -Def, same as blades and bullets.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
I really should've put more emphasis on this in my original post; the weapons WOULD take on the characteristics of the element, rather than the default -Def, etc.
Fire: Additional DoT damage Cold: Slow Electric: -End, possible sleep or End leech. Darkness: -Acc Radiation: ... -Attack? I don't know what radiation works with. |
I'm not sure how well that applies to non-elemental weapons, but I'm also not sure changing their design would really work. The different sets have a different dependence on their secondary effects. Broadsword, for instance, tends to cascade-kill defence, which leads to good damage output, but few things have much defence to begin with. On the other hand, Battle Axe does a lot of knockback, providing some serious mitigation. Then there's the problem of switching, say, Broadsword to fire. Not only would it deal more damage overall, and exactly where it's needed (e.i. to the many things resistant to lethal damage), but the extra DoT component could pose a serious problem. For one, Fire sets usually don't include the DoT in DPS and EPS calculations, which tends to boost their output and efficiency significantly when the effect does occur. And at 80% chance, it occurs fairly often.
Again, it's a mix of keeping things under static balance to give all choices relatively equal merit, and still retaining SOME theme to the weapons, themselves. Because, honestly, the weapon sets are already kind of similar. It's something we went over in the Scythe thread.
To be honest? I don't know. I suppose that over time, the devs could expand things to melee, like Super Strength and Martial Arts, but it could also include powers for the Assault Rifle... Fire/Ice/Elec bullets? |
And then you have things like Assault Rifle, which wouldn't really make sense to be any other element. Sure, you could alter the bullets and say they're cryo bullets somehow, but what do you do about Flamethrower and Ignite? Or Archery's Explosive Arrow or Blazing Arrow?
I can kind of see where you're coming from. From what I hear, the original Champions P&P game does things kind of like that - you pick an attack type, and then put an element on it. And, to be honest, if that's how it was designed from the get-go, it might have worked. But right now, we're talking about a very, very serious redesign of the entire system that would render many things obsolete and require a LOT of new art. I'm not sure I could support such a venture just based on how big it is, but even if I did, it seems unlikely you could budge the developers to do such a reimagining.
And again, I WANT elemental weapons of all kinds. It's not that I don't want this. It just seems to me, though, that just having cosmetic elemental weapons for the existing weapon sets as a compromise is about as far as that'd go.
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.
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My idea begins with proliferating weapons throughout the ATs (Scrappers can get War Mace and Battle Axe, Tanks can get Broadsword/Katana/Claws, Brutes, Stalkers, etc...)
This will simply be listed, under the power selection screen, as 'Weapons', with a sub-menu that allows you to choose between all the fun weaponry that our lovely devs have offered us.
From there on, however, you are allowed to give it an effect; to give it what makes so many mystical swords mystical; firepower.
For instance, you want to make a Fire Broadsword because your character is such a badass that he's swinging a flaming sword of doom? You'd choose Weapons -> Broadsword -> Fire
This would take the damage the attacks do, and then replace half of it with fire damage, rather than relying on slashing damage entirely.
Along with this, it allows you, under weapon customization, to choose swords with fiery auras to them.
But let's say you decided that your character doesn't wield a flaming sword of badassery. Let's say it's a frozen sword of badassery? You'd change it to Weapons -> Broadsword -> Ice. It would give half of the damage to Cold along with sacrificing the weapon bonuses for cold-related bonuses, and you'd be given weapon customization for icy weapons (ice saber, along with just cold auras for the actual weapons)
But then let's say you've got another character who doesn't use any sort of mystical anything. He doesn't want his Dual Blades doing fiery DoT, stopping enemies in their tracks with cold, or possibly sleeping them with lightning... He just wants his Def debuff attacks and combos. Guess what? You'd have a unique set for each type of weapon chosen, which would contain the original.
With melee alone, let's take a look at the combinations:
Broadsword
Katana
Claws
War Mace
Battle Axe
Dual Blades
with the possible effects of:
Fire
Ice
Electric
Energy
Radiation
Darkness
Toxic(?)
Original
It would offer more customization to something that is often seen as the trademark of a character, and would not only offer more unique playstyles, but be able to help others work on their concepts with all the more success.
Please kindly tear this idea to pieces and explain to me why I'm wrong.