A Radical Change To Weapons
Honestly, Brand, I'm really sick of the community relying on IOs to give the next cool effect. Sure, we can use a few more sets; but where they matter.
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. |
Flaming Sword or Flaming Martial Art Punches/Kicks.
I'm all for anything that will give me more costumization of my character.
I still want a Assault/Defense+Buff/Debuff AT. This would really help me get the concepts I want to make.
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This would probably allow for exploiting in some form or another unless the secondary damage was minor beyond any reason to exist... "Oh, man, this guy is heavily resistant to energy damage, so I'm going to switch to a costume with a fire sword instead."
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Sure, that happens to an extent even now, but at least what powerset you pick, you stick with it through thick and through thin. That, and the developers (I think it was Castle) were very clear on why there was a timer on switching alternate builds and why that was not going to change. This is a much more minor variant, but I still don't see it happening with that kind of on-the-fly utility.
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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OK, that actually made me like the idea less. I mean, it's good in principle... Until you realise that it puts value on overriding concept. Even if I go with, say, a regular sword in one costume slot, it would be actually detrimental to my performance if I did NOT pick a variety of different swords for my other slots and stuck with the one that the concept demanded.
Sure, that happens to an extent even now, but at least what powerset you pick, you stick with it through thick and through thin. That, and the developers (I think it was Castle) were very clear on why there was a timer on switching alternate builds and why that was not going to change. This is a much more minor variant, but I still don't see it happening with that kind of on-the-fly utility. |
Just sayin'.
In my defense, Sam, my weapons wouldn't be just switch-on-the-fly sort of things. >_>
Just sayin'. |
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Just posing a situation with this suggestion in mind:
Take a look at Ice melee. In the wide consensus, it lack raw dmg output of sets like Super Strength or Stone Melee. But at least it's a dmg type that isn't resisted by many foes and it has strong control aspects to it. On the other end of the spectrum, Fire melee is loaded with dmg with its plethora of AoEs, strong single target attacks and its ability to buff fire damage for a long duration *BUT* it lacks controls and mitigation outside of just putting the foe down.
Now throwing fire damage on a broadsword and fire DoT? But mixing it with the strong mitigating KD/KU attacks as well as its +def self-buff attack?
Or applying cold damage to the consistent and potent War Mace that has good AoE and ST dmg as well as great controls on top of the slows of Ice?
Those combos seem to crap on the Ice and Fire sets, IMO. As is, those sets give up something to do their damage types. Just like the lethal weapon sets gain something from doing their damage types. In my eyes, I just don't see a way to thoroughly balance this suggestion and feel it leaves all those other sets out for no reason.
I don't think it's that they "need to be" just that they're "Easier to get."
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!) |
Sure, you get a lot of AoEs...some long animating, agrro grabbing, mostly S/L AoEs. And not to mention the end usage. The horrible, horrible end nomming.
Archery gets around the S/L by having both a long (I mean long) range, and being awesomely fast to fire. Assault rifle? Maybe it's just me not getting on with that blaster at the moment...
I guess it's impossible to think that some people would pack armour piercing rounds? =P
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I really like the idea. Honestly though, Im not too crazy about the added fire, cold, dark, etc etc, damage.
If it were solely for cosmetics, I believe there's a definate chance we'd get it, and in near future as well, but as for what you're asking...well, I have seen miracles happen.
*Looks at Power Customization*
- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own
I'm glad someone who can word this idea better than I can came up with it as well.
Although to throw my 2 inf in the hat here, when I was working on a similar idea, I suggested tying the typed damage to specific weapon models. There would be an ice sword that does a combo of lethal and ice damage, a fire sword that does lethal and fire, a wooden sword that only does smashing damage... then later in the game, the unlockable Rularuu blades would do lethal + negative damage, and the Vanguard weapons would do lethal + energy.
This would probably allow for exploiting in some form or another unless the secondary damage was minor beyond any reason to exist... "Oh, man, this guy is heavily resistant to energy damage, so I'm going to switch to a costume with a fire sword instead."
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