Dual Pistols Underpowered?


Adeon Hawkwood

 

Posted

As the topic says, the reason I feel this way is for Two very good reasons..

1> Long animation times.

2> Low Damage vs other sets


What do you think?


 

Posted

The animations seem long, or at least have a large build up, but then the projectile is near-instant.
Other powersets have a slower projectile, so you shoot earlier in the animation but it all arrives at the same time.
At least that's my view on it.

As far as damage, are you running in Fire Ammo? That's like +20% damage over any other ammo type from what I've seen post.


 

Posted

The reason Dual Pistols feels weaker than other sets is (according to the Devs) the inherent flexibility you have with Swap Ammo being able to switch the type of secondary damage/effect you are putting out.

That being said, I agree with you. First, yes the animation times seem a bit longer, but with the whole set based off of flashy moves, I really can't complain as I like most of the animations. As for the damage output... I disagree that Swap Ammo makes up for the lack of damage. When the power descriptions say "minor debuff" they mean it. It seems I would have to slot the power for, say for example, Slow if I wanted Cryo Ammunition to actually slow down my opponents long enough to take them out quickly. And that kind of takes away from the flexibility aspect.

Long story short: The "flexibility" does not put it on par with higher damaging sets. I don't want to have to use Incendiary Ammo just to kill the bad guys. I think the secondary effects should be buffed a bit. Until then, I find the KB and -DEF that comes with using the regular ammo to be far more useful than the Swap Ammo effects.


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The feeling could come from the lack of Aim.


 

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DP isn't underpowered. Fire Blast is overpowered

But yeah, I seem to remember someone doing the number crunching and finding them to be rather "mid table" when is comes to blasters (though you really have to use Fire rounds all the time), and I'd rate them a higher for defenders (maybe corrs too), due to the secondary effect of chem rounds. AoE -25% dam debuff? Yes please .


 

Posted

One of the main limiters to the set's performance is one of its main attractions - the animations. When you start getting into how much damage/time you can dole out with a mature build, damage per animation time becomes a key metric for determining your best attacks. Because of its long animations, DP has some unusually low values for its attacks in terms of this metric. As mentioned, this probably is most noticeable on a Blaster, where pumping out gobs of damage is how you stay alive, generally as opposed to things like secondary effects on your attacks.


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Posted

For my 2 inf, I think AT and pairing can change the feeling. I have a DP corr at 50, and I thought it was a great ride there. I was paired with /traps, which went well with DP.

I did start a DP blaster (with /EM). Not high enough to get a feel for it overall, but it does feel clunky going from blaster to melee, whereas traps was fire and forget, letting me blast more.


 

Posted

dp/dev works pretty well -- if nothing else, it's a good theme, and it works well. I tend to do things like toss trops, then sit there shooting people while they run ineffectually towards and away from me.


 

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Quote:
Originally Posted by seebs View Post
dp/dev works pretty well -- if nothing else, it's a good theme, and it works well. I tend to do things like toss trops, then sit there shooting people while they run ineffectually towards and away from me.
Also, toe bombing with cloaking device then hitting Hail of Bullets right as the trip mine goes off, You get the 9% def to the 2 things that survived with a sliver of health .


 

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I run a 50 DP/MM and it's a blast, no pun intended. The damage is not as great as on a fire blaster, but it's good enough that I'm still doing considerably more damage than any other non-blaster on the team. Paired with MM, I get an Aim and another decent PBAoE and Drain Psyche which is a big ball of goodness. And the whole set LOOKS great. Take that for what it's worth, but it's FUN, and isn't that really the ultimate goal? This game is so damn easy that doing those extra few bits of damage probably isn't going to make a lick of difference outside of PvP. Enjoy what the set offers. Then play a fire/fire and enjoy what that set offers; it's different, but still cool.


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Posted

Quote:
Originally Posted by Deathseed View Post
As the topic says, the reason I feel this way is for Two very good reasons..

1> Long animation times.

2> Low Damage vs other sets


What do you think?
I've played the set, and the numbers have been done...the damage isn't low compared to other sets, it's just in the middle.

Also, the effects are just...well...at least on Blasters, not all that. And really, I haven't found the Slow effects to be anything worth using.

The -DMG effects seems more useful on the Defender/Corrs that can stack additional -DMG.

In a team setting, I found the set worked great Maybe not the best AOE, but it wasn't bad, and on the tough single targets, lethal rounds to stack on additional -Resist with Piercing Rounds for the whole team to take advantage.

Not saying I wouldn't mind seeing a few tweaks to the set, but any of the tweaks I'd like to see, wouldn't make the set OMG UBER.


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Posted

My DP/Dev, Gentlemanhunter, is the least fun of my Blasters in terms of bang for the buck, although the flexibility of Swap Ammo makes for an OK diversion in gameplay. I'm beginning to think that I should have got DP/Traps, so I just made a Praetorian Corruptor, Gentlemanslaughter.

Otherwise, I'd like to see Swap Ammo include something from the Malta Gunslingers' arsenal, either the AoE Explosive Tips or the Foe Sleep, -Regeneration Narcotic Darts. (Cue the complaints about over-powering.)


 

Posted

Hail of Bullets being on a 120 second timer is very satisfying to use on a fresh spawn. Other then that, it's all flash and little substance. Just a basic set. Not bad... but not great. I like it as a defender secondary. The set is not enough by itself to define you by itself, but it does serviceable damage to keep you busy between uses of your important powers.


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Posted

Quote:
Originally Posted by Deathseed View Post
As the topic says, the reason I feel this way is for Two very good reasons..

1> Long animation times.
The animation times on the tier one and two blasts are the standard 1 second and 1.67 seconds. However, the cone and targeted AoE definitely have longer than average animation times and the tier 3 blast is just painfully slow. Overall it is slower than Energy Blast, which is a set people complain about longish animations on. The animation times seem similar to Sonic, making it about the second or third slowest blast set.

Quote:
2> Low Damage vs other sets
The damage is pretty average using incendiary rounds, and below average using other shots. The problem is that incendiary ammo has no secondary effect other than damage yet does about the same total damage as sets with secondary effects (incendiary ammo is almost exactly equal to Energy Blast in damage) and using other ammo types puts Dual Pistols near the bottom of the list on damage.

However, all this is from a Blaster perspective, where Dual Pistols' secondary effects are really too weak to make much difference and there are far more damaging blast sets. For a Defender I suspect DP is a lot better, since they get much stronger debuffs and can stack them with debuffs from their primary. The flexibility to be able to slow, damage debuff, or defense debuff enemies means a lot more on an AT that actually cares about debuffing things than on an AT that focuses on killing stuff as fast as possible.

DP does look good, but Archery is superior to it in almost every way (at least for a Blaster) and AR is superior in AoE damage. Essentially DP is a (very slightly) weaker Energy Blast that can trade knockback for more team-friendly secondary effects... not a bad Blaster set but not really good at anything except looking flashy. For Defenders it's better, though still nowhere near the top, and I have no idea on Corruptors because I don't play them much.


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Re: Dual Pistols Underpowered?

Yes.


 

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Quote:
Originally Posted by Terminal Velocity View Post
Im sorry but I LAWL'ed at this. I guess we are beating a dead horse here with this subject. Personally, I feel the secondary effects for Pistols needs to be buffed up. That right there would make all the diffrence and make the set alot more fun.On another note, I levled a DP/Kinetic Corrupter to 50, and enjoyed myself, I just wished it did a bit more damage.


 

Posted

Animation times are long on some powers, but the IMO set's overall performance is very difficult to measure. There is no way to directly compare it to other sets. It is the only set, for example, that has both a crashless nuke and substantial debuffs, making it very attractive for some Defenders. On Blasters, the main draw for me is the ability to toggle knockback on when its beneficial and off when it isn't. My main character, Oedipus Tex, is a Pistols/Dark Corruptor (rerolled from his original Earth/Therm and then Earth/Storm Controller versions), and the combo was very rewarding, especially on teams. I believe the knockback in Executioner's Shot becomes Knockdown against +4 enemies, which proved very beneficial when tagging un-taunted bosses on the fringes of team battles (surprising no one has ever written a guide about this kind of thing).

Long story short, if you're looking at it only by examining a spreadsheet its going to disappoint you, but in the actual context of the game it's a lot better. The only bullet type I rarely/never use is Cryo. I wouldn't mind a slight reduction in animation times and slight tweak to Cryo bullets but "underpowered" is, IMO, a stretch, unless half the power sets in the game are underpowered.


 

Posted

DP need a buff in damage.
Also a martial arts secondary with some kicks, build up, and caltrops


 

Posted

Quote:
Originally Posted by StrykerX View Post
The animation times on the tier one and two blasts are the standard 1 second and 1.67 seconds. However, the cone and targeted AoE definitely have longer than average animation times and the tier 3 blast is just painfully slow. Overall it is slower than Energy Blast, which is a set people complain about longish animations on. The animation times seem similar to Sonic, making it about the second or third slowest blast set.
Well, to be fair, Executioner's Shot is all of .5-.6 seconds longer than most Tier 3 blasts of the same caliber, and on par with Sonic. so it's not out of the park and painfully slow. YMMV, of course, but it's not way off. I've argued to lower the animation time, but it wouldn't look right. Upping the endurance use and recharge to have it do a bit more damage and be on par with those other Tier 3s would maybe do the trick. But that's all the set really needs (other than maybe upping its secondary effects, or upping the % of damage done from the different ammo types).

Anyway, for the rest of the set, it's middle of the road. Does pretty well for AOE, too, actually. Not sure why people have issues with the set, as it's pretty darn good to me. I'm enjoying my Dual Pistols Blaster quite a bit.


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Posted

Quote:
Originally Posted by Winterminal View Post
The reason Dual Pistols feels weaker than other sets is (according to the Devs) the inherent flexibility you have with Swap Ammo being able to switch the type of secondary damage/effect you are putting out.
Which might work if it didn't pay for swap ammo with:

No Aim
Low enough values to make the debuffs pointless
Said flexibility only changes about half of it to non-lethal making the bonus to mobs with high resistance to lethal only half effective
Having to know the obscure resistance numbers of mobs to take advantage
Long animations
Low power

The balancing factors of that flexibility are way beyond double dipping.

The set is not terribly weak, but it is probably below average and its specialty is not relevant enough. If the secondary effects were stronger that flexibility would be worth it.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

Quote:
Originally Posted by ChaosExMachina View Post
Having to know the obscure resistance numbers of mobs to take advantage
As a side note, has anyone considered putting together a guide to this (if one doesn't exist already)?


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Does pretty well for AOE, too, actually. Not sure why people have issues with the set, as it's pretty darn good to me. I'm enjoying my Dual Pistols Blaster quite a bit.
It’s called min/max mentality. These are the types than have never done a Bio, call their toons the same name but with a 1 or 2 or 3 after it and use the same costume on everything but change the belt and boots . God forbid it take me 1.7 second longer to kill 15 mobs.


 

Posted

Quote:
Originally Posted by Brakner View Post
It’s called min/max mentality. These are the types than have never done a Bio, call their toons the same name but with a 1 or 2 or 3 after it and use the same costume on everything but change the belt and boots . God forbid it take me 1.7 second longer to kill 15 mobs.
Hey!

Min-max mentalities and creative bios, names and costumes are not mutually exclusive. One could argue that if you really love the character, wouldn't you do everything you could to make them as terrifying as possible?


 

Posted

Quote:
Originally Posted by Deathseed View Post
As the topic says, the reason I feel this way is for Two very good reasons..

1> Long animation times.

2> Low Damage vs other sets


What do you think?
Yup! but I still like 'em



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