Dual Pistols debuffs


Angelxman81

 

Posted

Just thinking as I play my Dual Pistols Blaster that it would be more fun if the debuffs from "swap ammo" were more noticeable. I find most of the time I am just using "Incendiary" rounds and they are clearly visible, but the other ammo types perhaps could be beefed up.


ty


 

Posted

It'd be nice if the base damage of DP was beefed up, to make it so you didn't 'Need' (yes I know, that one word is going to get people moaning at it) Incendiary just to do comparitive damage, thanks to DPs longer animations. Dam/perA wise, I'm pretty sure DP lags behind nearly every other set. The two other lethal sets, AR and Archery, make up for the common damage type with either very fast animations (Archery) or high damage and massive AoE capacity (AR).
DP has niether, and it's main selling point Swap Ammo really doesn't do much to help close the gap, certainly not in my experience of Blasters.


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I have to be honest here - Dual Pistols was the catalyst that finally made me delete all of my Blasters, 50 and otherwise. And I don't want to make it sound like I rage-deleted them all. More, I realised that I loved the set's concept but HATED the long animations, and any AT which makes me hate beautiful animations isn't something I want to deal with.

Dual Pistols suffers from slowness and lack of damage, and the "swap ammo" mechanic is little more than a gimmick, at least for Blasters. Yes, if you're a Defender with decent debuff mods and a debuff secondary, I'm sure the secondary effects of the powers might be great, but as a Blast set, it bombs.


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Originally Posted by Arcanaville View Post
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Posted

Well it could also do with a damage improvement, but personally I love the animations so much that I am not really that bothered about the damage per activation time. Yes, it relies on Incendiary rounds for better damage. Now, if the slows of cryo and the damage reduction of chemical were as useful as incendiary this could be a lot more balanced.

So, since we're begging in the suggestions forum please give us better base damage and improved debuffs. Oh!

Thanks.


 

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Originally Posted by Samuel_Tow View Post
I have to be honest here - Dual Blades was the catalyst that finally made me delete all of my Blasters, 50 and otherwise. And I don't want to make it sound like I rage-deleted them all. More, I realised that I loved the set's concept but HATED the long animations, and any AT which makes me hate beautiful animations isn't something I want to deal with.

Dual Blades suffers from slowness and lack of damage, and the "swap ammo" mechanic is little more than a gimmick, at least for Blasters. Yes, if you're a Defender with decent debuff mods and a debuff secondary, I'm sure the secondary effects of the powers might be great, but as a Blast set, it bombs.
...Dual Blades made you do all that? Wow! It must really be that impressive a melee set!

Now, when speaking of Dual Pistols, I have to agree that it just... fails at what it was trying to do. It is a painfully slow blast set, trying to distract the players with fancy (and, IMHO, silly and stupid looking) animations in the hopes we don't notice how slow it is.

I can deal with sets having a few slow powers - even in critical places, like Sonic Attack - but a whole set of them? Swap Ammo isn't that good.


-This Space Intentionally Left Blank.-

 

Posted

I don't mind that it is slow and i love the animations. It needs some love though. My thoughts about the debuffing are because we miss out on "Aim" and get "Swap Ammo". It should be as powerful as "Aim" or more powerful even as the set relies on it to have at least useful secondary properties.


 

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Originally Posted by OneWhoBinds View Post
...Dual Blades made you do all that? Wow! It must really be that impressive a melee set!
I'm an idiot. I'll go fix my post.


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Originally Posted by Arcanaville View Post
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Originally Posted by Dark_Inferno View Post
I don't mind that it is slow and i love the animations. It needs some love though. My thoughts about the debuffing are because we miss out on "Aim" and get "Swap Ammo". It should be as powerful as "Aim" or more powerful even as the set relies on it to have at least useful secondary properties.
Pretty much. Dual PISTOLS suffers a great deal as a supposed trdeoff for having Swap Ammo when Swap Ammo isn't really very good and doesn't add all that much to the set anyway. Yes, secondary effects to attack sets are useful, but having "situationally appropriate" secondary effects has very little actual value.

To be perfectly honest, if Dual Pistols were just physical bullets with Aim instead of Swap Ammo, I'd have been much happier with the set, because then I could argue that the stun in Suppressive Fire should be longer and the knockback effects in general should be stronger.


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Originally Posted by Arcanaville View Post
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I have to play the bad guy for a min and say that with IO sets, DP is pretty good. Notice I didn't say awesome or killer or something like that, but I would put it at about 70%.

With that said, I wouldn't mind an increase in the debuff/DoT areas.


 

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Originally Posted by Samuel_Tow View Post
I have to be honest here - Dual Pistols was the catalyst that finally made me delete all of my Blasters, 50 and otherwise. And I don't want to make it sound like I rage-deleted them all. More, I realised that I loved the set's concept but HATED the long animations, and any AT which makes me hate beautiful animations isn't something I want to deal with.

Dual Pistols suffers from slowness and lack of damage, and the "swap ammo" mechanic is little more than a gimmick, at least for Blasters. Yes, if you're a Defender with decent debuff mods and a debuff secondary, I'm sure the secondary effects of the powers might be great, but as a Blast set, it bombs.
*scratches head*

Is it the longer people play a game, the more angry and frustrated they get with it too? It just feels that way when reading posts from long-time players...and it's not that they complain about stuff but that they do *over the top stuff* in retaliation of that stuff.

As for DP, I'm with the OP. I like the animations and the damage (it's pretty AoE focused set) but the selling point, the different ammos, isn't quite there. If the damage exchange isn't going to increase to a 50/50 split, then at least making the debuffs close to the other equivalent sets wouldn't infringe on Ice/Energy blast. Ice would still have more holds and Energy would still have more reliable KB and less resisted damage (and both still have Aim).

But then I think all the blast sets could use a bit of ramping up in the effects department.


 

Posted

I happen to like the animations, but that's because my dual pistols concept character is someone who would use those animations. I feel the pain of anyone who was hoping to be able to make an Old Western gunslinger character.

It needs love somewhere. My personal preference would be for shorter recharge (accompanied by lower endurance costs, for balance). Any gunslinger character I can think of has the same "awesome factor": the quickness with which they fire/reload their weapons and dispatch enemies. This idea would contribute to what the animations are already trying to do (make the set look fast a la The Matrix, Equilibrium, etc.) and contribute to DPS, which could make Swap Ammo's lack-of-effectiveness a moot issue.

However, I'd also be happy to see an increase in debuff numbers or an increase in damage output.


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Originally Posted by Leo_G View Post
Is it the longer people play a game, the more angry and frustrated they get with it too? It just feels that way when reading posts from long-time players...and it's not that they complain about stuff but that they do *over the top stuff* in retaliation of that stuff.
In my case, giving up on Blasters has actually made me LESS angry and frustrated (even if it's hard to tell) for the simple fact that I no longer really care about their messed-up, user-hostile design. Where before I might have gone on a huge rant about how horrible the set is designed (and it is) and how it undermines the fundamental function of a Blaster and how it feels like a Defender port and probably been left with a bulging forehead vein, these day I just say "Yup. I don't like it." and move on, because I don't have to play these things any more.

I never really liked Blasters. It's a series of unfortunate events that made me invested in Blasters, which then made me fool myself into thinking I liked them and invest even more, all the while growing angrier at the game for it. It's best to let people who like Blasters as they are play them as they are and for me to move on and play something that doesn't piss me off every time I log in.

I mean, when's the last time I complained about Brutes or Scrappers? Sure, I occasionally complain about Stalkers, but even they don't piss me off in actual gameplay. Win-win, really.


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Originally Posted by Arcanaville View Post
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Originally Posted by Leo_G View Post
*scratches head*

Is it the longer people play a game, the more angry and frustrated they get with it too? It just feels that way when reading posts from long-time players...and it's not that they complain about stuff but that they do *over the top stuff* in retaliation of that stuff.
Familiarity breeds contempt.

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Posted

(yes pistols needs a debuff considering how often I use it)

Cryo should be comparable to Ice set, fire should work a lot more like fire, and chemical... well... it should at least be good for doing more than turning the bullet-trails a groovy shade of green.

Damage buff? Yes please. It is unlikely that the set will get different animations. Honestly, I hope it doesn't - I love them! So better debuffs it probably the best thing that could be done apart from an outirght damage increase. Both please


 

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You know, it's probably an unpopular opinion to have, but I never understood why "pistols" equates "debuffs." I'm not saying it's impossible or stupid, but these are not two tasty tastes that taste tasty together, not intrinsically. A pistol is "a gun that makes holes," to quote Weatly. This is kind of like that suggestion for an "Electrical Hammer" in ye olde powerset poll. Thor aside, what does "hammer" have to do with "electrical?"

To me, the way they went about implementing Dual Pistols is kind of like implementing a whip sword. Yeah, I'm sure it could exist in reality and yeah, I've seen it in more than a few games, but it's an awfully bizarre and specific thing to implement in place of either a whip or a sword, when generic powers are typically better for character creation than highly specific ones. And "Not JUST pistols!" is more specific than it needed to be.


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Originally Posted by Arcanaville View Post
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Posted

Im still impressed that DP hasnt got a damage buff yet.
One of the hypes of GR expansion, one of the most requested powersets since launch, one of the more coolest mechanics with swap ammo, and awesome animations just to let the set underperforming with mediocre damage.
Sometimes I just cant understand devs.


 

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Originally Posted by Samuel_Tow View Post
You know, it's probably an unpopular opinion to have, but I never understood why "pistols" equates "debuffs." I'm not saying it's impossible or stupid, but these are not two tasty tastes that taste tasty together, not intrinsically. A pistol is "a gun that makes holes," to quote Weatly. This is kind of like that suggestion for an "Electrical Hammer" in ye olde powerset poll. Thor aside, what does "hammer" have to do with "electrical?"

To me, the way they went about implementing Dual Pistols is kind of like implementing a whip sword. Yeah, I'm sure it could exist in reality and yeah, I've seen it in more than a few games, but it's an awfully bizarre and specific thing to implement in place of either a whip or a sword, when generic powers are typically better for character creation than highly specific ones. And "Not JUST pistols!" is more specific than it needed to be.
It wasn't with 'debuff' in mind that they made the set.

(A) They needed something to make sure it stood out from Assault Rifle and Archery, which also use Lethal damage.

(B) Thanks to our pals, the Malta Gunslingers, Dual Pistols already had an expectation that they should be able to use the Cryo Shot and Burning shot that have been used against the players for so long.

Those factors combined into the Swap Ammo system... which I think hasn't been implemented well, but could be worse.


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Originally Posted by OneWhoBinds View Post
Those factors combined into the Swap Ammo system... which I think hasn't been implemented well, but could be worse.
To be honest, short of being removed and replaced with nothing at all, I don't believe it could be much worse FOR ME. I've always had a severe problem with "jack of all trades" sets that supposedly offer a lot of different utility and for that reason their utility has to be crap. This is adding insult to injury because having more variety in utility comes at the cost of having a lesser ability to stack, and making slotting difficult. To take a performance hit on top of that is just too much.

Personally, I'd have much rather seen the set come with a different mechanic of some sort, one that would make it less complicated and unbelievable and would instead add to its damage, which is kind of sad because of its animation times. I've always liked to see a system of speeding up your own attacks if you attack quickly, such that they'd either play their animations faster or interrupt each other. Or, hell, even just Dual Blades combos would have sufficed, in my opinion.

I've always felt that this need to innovate in EVERYTHING is doing more harm than good. The novelty of an unusual mechanic isn't always worth avoiding mechanics that work just fine. Yes, a new set is unique and different, but if it's not GOOD, then what's the point?


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Originally Posted by Arcanaville View Post
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Originally Posted by Samuel_Tow View Post
You know, it's probably an unpopular opinion to have, but I never understood why "pistols" equates "debuffs." I'm not saying it's impossible or stupid, but these are not two tasty tastes that taste tasty together, not intrinsically. A pistol is "a gun that makes holes," to quote Weatly. This is kind of like that suggestion for an "Electrical Hammer" in ye olde powerset poll. Thor aside, what does "hammer" have to do with "electrical?"

To me, the way they went about implementing Dual Pistols is kind of like implementing a whip sword. Yeah, I'm sure it could exist in reality and yeah, I've seen it in more than a few games, but it's an awfully bizarre and specific thing to implement in place of either a whip or a sword, when generic powers are typically better for character creation than highly specific ones. And "Not JUST pistols!" is more specific than it needed to be.
I think you're looking at it wrong. Pistols =/= debuff and the way it's implemented doesn't say it is either. For our game, Pistols = variety of clips. That's their gimmick, so to speak.

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Originally Posted by Angelxman81 View Post
Im still impressed that DP hasnt got a damage buff yet.
One of the hypes of GR expansion, one of the most requested powersets since launch, one of the more coolest mechanics with swap ammo, and awesome animations just to let the set underperforming with mediocre damage.
Sometimes I just cant understand devs.
And this argument will always be countered by "Why does every new set need to outshine the old sets?"

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Originally Posted by Samuel_Tow View Post
Personally, I'd have much rather seen the set come with a different mechanic of some sort, one that would make it less complicated and unbelievable and would instead add to its damage, which is kind of sad because of its animation times. I've always liked to see a system of speeding up your own attacks if you attack quickly, such that they'd either play their animations faster or interrupt each other. Or, hell, even just Dual Blades combos would have sufficed, in my opinion.
Yeah, both that variable recharge and combos is more complicated than the current swap ammo mechanic >_>

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I've always felt that this need to innovate in EVERYTHING is doing more harm than good. The novelty of an unusual mechanic isn't always worth avoiding mechanics that work just fine. Yes, a new set is unique and different, but if it's not GOOD, then what's the point?
I'd actually agree with you if we actually got new sets more often. But as is, new sets are rare to come out and if it's just a recolored fire blast, it'll most likely be as forgotten and ignored as Sonic Blasts seems to be...and heck, even *that* set has several unique factors about it.

And, in and of itself, swap ammo isn't a 'not GOOD' mechanic. It's actually pretty cool. It shows that a set can have 3 powers added to it when you choose one, it shows that chances for different effects can be set from 100% to 0% and that these can be tied to toggles and it shows that these toggles can also change the particle effects of a power as well.

You could make a *TON* of cool new powersets with assets like that, just like you can make some interesting things with the jump mechanics of Chain Induction/Jolting Chain, the extra-dmg effects of the new Fiery Embrace, the teleport mechanics of Shield Charge/LR, the procs on attacks of Interface, so on and so forth...


 

Posted

I think the swap ammo mechanic could be a lot more useful than it is now. As most people agree, the fire damage is the most common choice for the extra damage to bring it closer to the damage output of other sets. I sometimes use cryo ammo on harder bosses to have them attack me (slightly) less often and on some tough targets that aren't resistant to knockback, I have had a good time using standard ammo for soft control.

But I don't think I've seen ANYBODY use the chemical ammo type. Perhaps this could be replaced with a very small chance to apply a mag 1 hold to the target and make them vomit, like poison gas trap or volcanic gas? That would make it much more useful in the AoE attacks to knock out easier enemies temporarily, and if you keep attacking with regular attacks you could have a chance to stack enough mez to hold the boss that you're hammering on and make him vomit. (Not guaranteed, as that would be overpowered) I know I, for one, would be using chemical ammo a lot more if I could be making bad guys hurl their cookies.

Also I would like to see the effects of Suppressive Fire made different. As it stands, they all have the same effect except for standard ammo which applies a disorient. I'd like to see a small ice patch from Cryo ammo, perhaps a small DoT patch with incendiary ammo, and a small pulsating hold patch from chemical ammo. Give us some actual incentive to change the damage types around from time to time. All of these could be considered "suppressive fire" in their own way.


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Originally Posted by Leo_G View Post
I think you're looking at it wrong. Pistols =/= debuff and the way it's implemented doesn't say it is either. For our game, Pistols = variety of clips. That's their gimmick, so to speak.
That's kind of my point, though: It's an oddly specific gimmick to use. Maybe I'm missing context not being an avid comic book fan, but the biggest variety I'm aware of in pistol ammunition is between bullets that make different kinds of holes. To put it in perspective, what I was expecting the Archery of Dual Pistols, and what I got was the Trick Arrow of Dual Pistols. Not what I was expecting, to put it like that.

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Yeah, both that variable recharge and combos is more complicated than the current swap ammo mechanic >_>
Complicated to code and balance, perhaps, but not really all that complicated to use. I've had quite a lot of experience with Dual Blades, and while I will admit that pre-defined combos can be restricting in the attack sequences you use, they're really not that hard to remember, especially with power tray guides. All you really need to remember is where a combo starts. The rest the game will do for you.

I will admit that having a set that gets faster the faster you use it might be... Difficult to use, that much I'll agree. But I was really just speaking off the top of my head.

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In and of itself, swap ammo isn't a 'not GOOD' mechanic. It's actually pretty cool. It shows that a set can have 3 powers added to it when you choose one, it shows that chances for different effects can be set from 100% to 0% and that these can be tied to toggles and it shows that these toggles can also change the particle effects of a power as well.
As a game mechanic, the ability to control chance occurrences by power activation IS good, I'll admit that much. However, what I'm referring to is the decision to give the set a variety of largely redundant debuffs and transform it into the jack of all trades of jacks of all trades. This game seems to have a balancing rule that the more things a powerset can do, the less able it is to do ANY of them well. After a certain point, this rule makes adding more secondary effects to a powers an actual weakness, because ALL of them become far, far too weak.

Dual Pistols' design promotes adaptability to the situation, but that's really not how it works out. How it works out is you don't need most of your utility most of the time, but you're paying for all of your utility all of the time. The design of the set makes it "fat," which is a large part of what ruined it for me. That it's glacial slow didn't help.


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Originally Posted by Arcanaville View Post
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Posted

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Originally Posted by Samuel_Tow View Post
You know, it's probably an unpopular opinion to have, but I never understood why "pistols" equates "debuffs." I'm not saying it's impossible or stupid, but these are not two tasty tastes that taste tasty together, not intrinsically. A pistol is "a gun that makes holes," to quote Weatly. This is kind of like that suggestion for an "Electrical Hammer" in ye olde powerset poll. Thor aside, what does "hammer" have to do with "electrical?"

To me, the way they went about implementing Dual Pistols is kind of like implementing a whip sword. Yeah, I'm sure it could exist in reality and yeah, I've seen it in more than a few games, but it's an awfully bizarre and specific thing to implement in place of either a whip or a sword, when generic powers are typically better for character creation than highly specific ones. And "Not JUST pistols!" is more specific than it needed to be.
I think of it like this.

Archery and Assault Rifle had something of a problem, they needed to be a set about "shoot weapon" but you can't necessarily make a set full of "shoot weapon" because you'd get, maybe three attacks from that. In addition, it begs the "what makes you so special you think you can take on Recluse/Statesman" question when all you do is "shoot weapon" So assault rifle became every type of heavy gun in existence and Archery got a healthy dose of fancy arrows.

This sets a precedent of ranged weapons being made of more than "shoot weapon" so when dual pistols comes up they have an ample opportunity to make a "just shoot the damn weapon" set in the form of the unique animations and the fact you have two weapons that can be fired in different combinations. An individual's hatred for the visual style of Dual Pistols aside(I love it ;p), It'd be hard to disagree that it's comprised entirely of powers involving "shoot weapon" versus archery and Assault rifle which have plenty of "Shoot special weapon" in them.

But, type of weapon aside, it makes Dual Pistols look "boring" compared to exploding/fire/hammer-space thousand arrows and sniper rifle/shotgun/assault rifle/flamethrower Franken-guns to just have normal gunning and makes it not stand out from the other "blast" sets. Dual pistols also needed a unique mechanic, since that's the (awesome) new trend in power-set development. Swap Ammo allows dual pistols to be more than just "shoot gun" without making you have to use pistols, laser guns, air-tazers, and mini-crossbows.

that's how I look at it.
Edit: also, this
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Originally Posted by Leo G
I think you're looking at it wrong. Pistols =/= debuff and the way it's implemented doesn't say it is either. For our game, Pistols = variety of clips. That's their gimmick, so to speak.


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Originally Posted by Premonitions View Post
Archery and Assault Rifle had something of a problem, they needed to be a set about "shoot weapon" but you can't necessarily make a set full of "shoot weapon" because you'd get, maybe three attacks from that. In addition, it begs the "what makes you so special you think you can take on Recluse/Statesman" question when all you do is "shoot weapon" So assault rifle became every type of heavy gun in existence and Archery got a healthy dose of fancy arrows.
Like I said - it's probably an unpopular opinion to have. I know a lot of people were overjoyed at the Swap Ammo mechanic.

I do want to say a few words on Assault Rifle and Archery, however. Originally, way back in Beta, "Assault Rifle" was actually a set called Heavy Weapons or some such, and you pulled out a different weapon for every attack, hence why we have an attack called "Sniper Rifle" and the propensity of shotgun ammunition, as well as "Flamethrower." As I hear, the redraw proved too visually annoying (even if it didn't slow the set back in those days, with power animations padded to account for it), so the set was unified into the same one "frankengun" or "omnigun." This is why you'll see a lot of arguments around the forums that "Assault Rifle isn't an assault rifle set!" Because... Well, it isn't. It's a "mish-mash of different weapons that were made to share the same model" set. That's why I don't like to use it as precedent.

Archery, on the other hand, is very much "shoot arrow" from beginning to end. Note I say Archery, not Trick Arrow. It is, basically, Shoot Arrow, Shoot Arrow Again, Shoot Many Arrows, Shoot Arrow That's on Fire, Shoot MANY arrows plus Shoot Bomb and Shoot Rock. And, really, I like the set for it. Sure, I'd have liked it to be a little more fancy, such as faster arrows with more visceral hit effects (than just "thunk"), but the set is pretty much what I'd expect out of a set about a bow shooting arrows. All the actual fancy tricks you can do with it are relegated to Trick Arrow, and I'm personally happier for it.

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But, type of weapon aside, it makes Dual Pistols look "boring" compared to exploding/fire/hammer-space thousand arrows and sniper rifle/shotgun/assault rifle/flamethrower Franken-guns to just have normal gunning and makes it not stand out from the other "blast" sets. Dual pistols also needed a unique mechanic, since that's the (awesome) new trend in power-set development. Swap Ammo allows dual pistols to be more than just "shoot gun" without making you have to use pistols, laser guns, air-tazers, and mini-crossbows.
I fully believe you can make a weapon set awesome without deviating from what that weapon set actually does. To sidestep the issue for a moment, you can make a sword set awesome even without including attacks where you shoot things out of the sword or where you teleport with it, or where you imbue your sword with different elements. Dual Blades, I believe, proved that - make a set with effects and animations which convey the superhuman nature of the character, then put in a mechanic which revolves around cutting and stabbing things with your swords.

You don't really need special conditions for a set to be awesome. You just need to approach it with enough visual flair to where the set stands on its own and isn't just a palette swap with another set. Dual Pistols has that, in spades, both with its amazing animations and with its actual internal set structure. JUST Piercing Rounds is enough of an innvoation to change how a Blast set plays, and its "nuke" is one of a kind, and awesome to boot. To me, the set would have been perfectly cool and perfectly unique even without Swap Ammo. In fact, I feel that the set came out WEAKER because of it.


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Originally Posted by Arcanaville View Post
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.