Dual Pistols
My personal feeling has been since closed beta that they erred on the side of weak with the intent of buffing after datamining.
::shrugs::
Still an interesting discussion to me. If I were a betting man, however, I'd gamble that the dev's will be more likely to buff the effects of swap ammo than they would the overall damage of the set. Throw in a tweak to the HoB's recharge and call it a spread.
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Yea, my ice/ice blaster is overpowered too. I got a stoopid Blizzard AND an Ice Storm, even though ice storm is in my 2ndary, i think it does WAY too much damage with my stupid Aim AND Build Up.
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Not to mention that it does less damage than the Equivilant in Fire Blast, due to also giving -10% recharge. (Interesting that 10% recharge is worth a 7% damage diffrence)
I don't think eryq was being serious
Sounds like fun. Only one problem though, I'm not gonna be able to play much during double exp this weekend. Its the anniversary of when I met my fiance and spending time with her is more important than playing this game. It might be a while before I hit 50 with a Pistols blaster. When I do though it'll be a blast(or 2 or 3).
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The one thing that I consistently see MISSING from these arguments is is this- DP is the first set designed FROM THE GROUND UP with Defiance 2.0 in play. The proliferated sets were tweaked yes, but this is the one that was designed with the Devs thinking ok.. as they blast they are getting a stacking damage buff every x seconds... OF COURSE THE BASE DAMAGE WILL BE LOWER. It may suck.. but thats the thinking from a balance standpoint.
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Acting as if the set is somehow weaker because it's designed to get the exact same +dam buffs as every other blast set, not to mention that it's not just a Blaster set, is simply facepalm worthy. DP doesn't get anything special from Defiance that any other set doesn't already get. Defiance is something that they can tack on to any existing set in order to provide the Blaster bonus damage. It's not something that requires full rebalancing for lower damage.
Hail of Bullets is pbaoe? That's REALLY sad.
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Mids' doesn't handle rolling DoTs correctly. FSC really has a base damage of 121.44. Mids' also doesn't have the proper damage on Shield Charge because it wasn't increased to account for the AT mods change. SC really has a base damage of 200.2 damage. Golden Dragonfly deals 164 base damage in a 10' long, 20' arc. You can get 2, at most 3, target with a single application of GD and it requires a decent bit of placement. The hard cap on the number of targets is 10, but it's literally impossible to fit that many targets into the area of the effect so that number is pretty useless. FSC, SC, and LR are all PbAoEs with 10' and 20' radii respectively. FSC can easily target all 10 targets for its target cap and SC and LR can easily target all 16 of their targets. Don't attempt to compare a power that has a tiny bit of AoE capability as a tangential asset with powers that are legitimately AoE powers. You're comparing apples to oranges in an attempt to make the question of balance irrelevant. Welcome to the required Straw Man facepalm. If you're going to do it the same way next time, at least try to make it a bit harder to tell along with actually getting the numbers right. Maybe use Shadow Maul instead of Golden Dragonfly, because at least Shadow Maul is intended to hit multiple targets. |
The one thing that I consistently see MISSING from these arguments is is this- DP is the first set designed FROM THE GROUND UP with Defiance 2.0 in play. The proliferated sets were tweaked yes, but this is the one that was designed with the Devs thinking ok.. as they blast they are getting a stacking damage buff every x seconds... OF COURSE THE BASE DAMAGE WILL BE LOWER. It may suck.. but thats the thinking from a balance standpoint.
(edited cause I hit post too fast) |
I believe Pistols was designed to have slightly weaker powers to balance out the swappable ammo. The problem is that the swappable ammo is not really an advantage... Blaster sets with single fixed special effects and damage types generally outperform DP even when the DP user selects the optimum damage type for that enemy. The set isn't horribly, but it is a few percentage points behind the curve and performance oriented players notice that quickly.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
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Keep in mind that AR and Archery are both better at AoE than DP... your DP Blaster can probably handle three +3 mobs faster than your AR (not counting differences in secondaries) but the AR will handle six +0s a lot faster than the DP.
Dual Pistols is almost identical to Energy Blast (considered by most a middle of the road primary in both AoE and ST damage) in AoE performance, the only difference being the nuke. Archery has a crashless nuke that can be used safely every 1-2 spawns instead of only every 2-4 and at significant risk. It also has a slightly better cone. AR has a safe, fast recharging crashless nuke and a huge amount of additional AoE damage. On the other hand, Dual Pistols has slightly better single target performance than Archery or AR... but only slightly better and at the cost of significantly worse AoEs.
That may be the real problem with DP... it is only middle of the road in AoE capability so people compare it to the more single target sets, but those tend to have more mitigation than DP does (tons of KB in Energy, slows and holds in Ice, that huge cone Sleep in Sonic) so it seems too squishy for a single target set and too weak damagewise (especially AoE) for the "burn them down first" approach.
(Yes I did leave out Electric Blast... I'm only comparing DP to viable primaries. )
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
So far the set is a big disappointment for me as a Blaster.
The animations are great, but on the other hand... if feels very sluggish, and kinda weak. It gives me the feeling I'm playing a corruptor without a secondary. I spent a part of the week end in teams where half the players were Dual Pistols Blasters, and I couldnt help to start thinking how faster our teams would have been if we'd been Fire Blasters instead.
ES was definitely the killing blow for me on the set, I've put my blaster on the shelve and started another scrapper for the end of the double xp week end instead.
I really hope the set gets buffed fast. Because it was the reason behind my preorder and reactivation.
ES was definitely the killing blow for me on the set, I've put my blaster on the shelve and started another scrapper for the end of the double xp week end instead.
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As a gunshot, firing only 12 metres away and incapable of one shotting some npc makes it pathetic.
I didn't roll one in the end.
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Keep in mind that AR and Archery are both better at AoE than DP... your DP Blaster can probably handle three +3 mobs faster than your AR (not counting differences in secondaries) but the AR will handle six +0s a lot faster than the DP.
Dual Pistols is almost identical to Energy Blast (considered by most a middle of the road primary in both AoE and ST damage) in AoE performance, the only difference being the nuke. Archery has a crashless nuke that can be used safely every 1-2 spawns instead of only every 2-4 and at significant risk. It also has a slightly better cone. AR has a safe, fast recharging crashless nuke and a huge amount of additional AoE damage. On the other hand, Dual Pistols has slightly better single target performance than Archery or AR... but only slightly better and at the cost of significantly worse AoEs. That may be the real problem with DP... it is only middle of the road in AoE capability so people compare it to the more single target sets, but those tend to have more mitigation than DP does (tons of KB in Energy, slows and holds in Ice, that huge cone Sleep in Sonic) so it seems too squishy for a single target set and too weak damagewise (especially AoE) for the "burn them down first" approach. (Yes I did leave out Electric Blast... I'm only comparing DP to viable primaries. ) |
I don't see how it's a single target set when it has 4 aoes and they cost more end to use because they're aoes. Energy has just as many aoes as Archery, they just happen to be weak, and scatter very easily which is counter productive.
In the end I want the same thing you do: a set that functions well. Not interested in ripping people apart.
The damage on Hail of Bullets is probably too low. I have "looked at the numbers," seen that 2 is more minutes than 1, and concluded that the power does less damage than some others. The probable reason is that the developers feel the ability to change damage types gives Dual Pistols some utility. |
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Piercing Rounds really shouldn't be considered an AoE. It's best to consider it a single target attack with the ability to hit another target on occasion, just like Golden Dragonfly and Headsplitter for Scrappers. It's substantially easier than it used to be to catch additional targets in there, but the max targets is 3, so it's not like you can really capitalize on it all that much.
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Even ignoring all that the argument that DP is a single target set doesn't diminish the fact that DP does crappy damage. Long animation times, you have to be in melee for your mini-nuke, close range for 2 attacks, and after all that you don't kill anywhere near as fast as two lethal sets.
It just doesn't make sense.
And that's ignoring the fact that DP has 3 solid aoes and one technical one.
Unless they wanna give us psi-bullets to "make up" for the terrible damage they need to boost the recharge of the mini-nuke and give DP a damage boost. At the very least firing pink bullets would make me feel less bad about being a gimp as my gimpiness would be fully advertised by usage of pink bullets.
soon the mini-maxxers will abandon the set and move on. i want the concept not the numbers. less DPs the better.
here's to it remaining "sub-par" indefinately :P
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soon the mini-maxxers will abandon the set and move on. i want the concept not the numbers. less DPs the better.
here's to it remaining "sub-par" indefinately :P |
I'm not a min-maxer, but a set can be improved and the concept remain the same. Especially when people aren't changing anything but cone width and/or slightly speeding up animations.
I don't see how it's a single target set when it has 4 aoes and they cost more end to use because they're aoes. Energy has just as many aoes as Archery, they just happen to be weak, and scatter very easily which is counter productive.
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3 is still a cone attack giving it a 4th aoe. Regardless even at 3 it has the same amount of aoes as Archery so if Archery can be considered an aoe set then DP should be too. |
Hail of Bullets cannot be used every spawn, is too dangerous to open up with in many situations, and Hail will not reliably clear the minions from a spawn. That makes it a situational power rather than a core part of the attack chain, leaving only the standard two AoEs that almost all Blaster sets get. In other words, DP is only average in usable, every-spawn AoE power... much like Energy.
(Note that I tend to rate sets on what they can do consistently. Nukes (other than mini-nukes that can be used every fight), tier 9 "god mode" powers, and long recharge short term buffs are cool toys but do not alter basic spawn to spawn performance, so I don't really give them much consideration when looking at a set's overall performance.)
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
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All the disappointment and QQ'ing aside, the one thing I do like about DP is the awesome echo effect you get off nearby walls. It's this kind of attention to detail that keeps me playing this game.
EDIT - I'm actually fine with lower damage overall, but I'd really like to see the mitigation in swap ammo increased. With so many aoes and also with the DoT in fire ammo I'm finding that I can pull aggro off my wife's Black Dwarf right through her taunt. Granted, as blasters go I make a good doormat, but I am drawing a serious amount of attention to myself compared to my other blasters, and I don't think it's the animations. Switching from fire to cryo or chemical only helps in that the DoT from the fire ammo doesn't aggro quite as much. I'm not actually seeing the mitigaton of the alternate ammo types so much as I'm seeing the absence of the extra damage from fire.
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