Munitions Power set Update for GR
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"Looks can be deceiving" - Statesman (in Memoriam)
This gets my vote.
No.
Here's why: The reason Dual-Pistols are getting the ability to change munition types is because one of the default powers in the set allows you to switch out ammunition types. I believe this was explicitly stated during Hero-Con that the Ammo Change was a power unique to Dual Pistols.
In order for Ammo-Changing to come to other sets, you'd have to completely drop an existing power choice and swap for the ammo-change, and I seriously doubt that anybody's going to get a consensus on what power could be universally dropped on the assault rifle sets.
Or don´t drop anything. Just give the players the opportunity to choose between it and one of teh other powers.
"Looks can be deceiving" - Statesman (in Memoriam)
Highly doubtful this will happen. Much like how combos is the gimmick of dual blades, ammo changing is probably meant to be unique to dual pistols.
Or don´t drop anything. Just give the players the opportunity to choose between it and one of teh other powers.
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With a respec? with a completely new power-set addition for each elemental type when creating a character.
Back porting entire strategy-changes like this are going to cause nothing but logistical nightmares as well as creating additional code over-head to maintain compatibility with the existing set.
Actually, now that I think of it, it's better that they don't do this so Dual Pistols stay unique.
Well, we don´t even know how it will work in GR yet... Better wait an see.
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Inherent +acc and more varied damage types, AoE, and area control than Archery (the nearest comparison), from where I'm sitting.
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Area control than Archery (the nearest comparison), from where I'm sitting.
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Inherent +acc and more varied damage types, AoE, and area control than Archery (the nearest comparison), from where I'm sitting.
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What I'd rather see is Munitions/Tech APP made available to Defenders and, possibly, Controllers
Who is to say that DP won't have a crashless nuke either, or an inherently higher accuracy modifier? Its too early to tell, all I want is to have incinderary rounds for my assault rifle.
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Who is to say that DP won't have a crashless nuke either, or an inherently higher accuracy modifier? Its too early to tell, all I want is to have incinderary rounds for my assault rifle.
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Quite simply, there's no (perceived) way to add dual pistol ammo changing functionality without doing one of two things:
A: drop an existing power for a damage change modifier.
B: add a ton of complex additional code to the character crewation power selection system for just one attack set.
Now, you could sell the idea based on adding elemental attacks to various weapons. E.G. adding fire, ice, or toxic affects to Archery, Swords, Maces, or Axes. However, this isn't likely to happen. I'm a bit too lazy to dig through the Dev Digest, but I'm pretty sure at least one developer has already torpedoed the idea of adding elemental affects to existing weapon base sets. I recall the reasoning being that there already where elemental attack sets in the game, and if you wanted a particular power set, you needed to take that power set. E.G. If you want a Fire Sword, take Fire Melee, because Katana and Broadsword weren't going to get Fire Animations.
There is, of course, the counter-argument that customization is everything. That players should be allowed to tweak their powers any way they like. Precedent has already been set with the Invention Origin Enhancements to add typed damage or effects to various attacks. Off the top of my head Sting of the Manticore has chance for Toxic Damage, Scirocco's Dervish has chance for... lethal? Posi Blast has chance for Energy. One of the slow sets has chance for smashing I think.
That being said, all of these IO modifications are CHANCES. They are not permanent changes to powers. While I don't believe any developer has strictly shot down the idea of IO's that will always add a damage effect or attack status effect, reading between the lines on the knockback to knockdown conversion threads, the current developers aren't interested in such total conversions. While I could be wrong, I think the developers are more interested in improving the underlying engine of the game, continuing to use the KB / KD example, so that various effects don't share the same status modifier as Knockdown and Knockback do. I think Castle and Phosyb are more interested in long term solutions that serve as a platform for future devleopment.
As I see it the developers are now really trying to draw the lines on what they will, or will not do, with customization. I'm afraid that the wish for backporting of new set powers to old set powers... just isn't in the cards.
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Being that Dual Pistols will have the option to have a 30% damage replacement it'd be nice to have that option on all munitions based power sets.
Virtue: @Santorican
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