Dual Pistols debuffs


Angelxman81

 

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Originally Posted by Premonitions View Post
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.
But then, they didn't even give us fancy guns to take advantage of their special utility, they just handed us what we'd already seen in-game plus a handful of cowboy guns. And to top it off, when Going Rogue came out they add in the Resistance who have pistol users who use guns with glowing parts and then, not add that set of pistols to the pool of Dual Pistol options.


 

Posted

Pistols is a weak set.

It doesn't do enough damage for the animation rate. Cure: up the damage slightly, or speed up the animation/recharge rate...or both.

The secondary effects of the swapped ammo doesn't really make a signficant difference. Cure: make the secondary effects more effective.

Personally I think they should switch out toxic ammo and put in acid ammo that will debuff defense and resistance for a short period. I haven't noticed any difference in damage out put from MOB's shot with Toxic. Or... maybe it could have a sleep effect, hit with a Toxic shot the MOB falls asleep for a short time or until hit by another attack.

Cold ammo should have more of a slowing effect than it does now... as per ice blast.

Another solution would be to put one or two slots into each ammo type: Ice, Fire, Toxic. This would allow people to slot up for extra slow for Ice, extra DOT for fire, and whatever it is for Toxic.

How about adding electric ammo? Shot hits a target and it spasms a bit and loses a bit of endurance.

Something, though, needs to be done for DP.


 

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Originally Posted by Samuel_Tow View Post
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.
Well, there is the whole loading thing. It's usually faster (can't speak from experience, not an avid gun user) to load a pistol than an equivalent era gun, so jump that to super-levels, and you have the ability to load your gun with all kinds of neat stuff in a blink. In context of the game, Malta gunslingers are probably, lore-wise, some of the best pistolers in the CoX universe and they use alternate ammo types.

Also, I don't understand the Archer/TA analogy. You're comparing archery...to trick arrow? Or archer to dual pistols?



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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.
I was speaking to use. You might think combos are easy to use, but subjectively, I don't think they're easier than switching on an endurance-free toggle when you want to.


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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.
Like I said before, I'm with the OP in improving the debuffs to be on level with related sets. Cryo-rounds should slow as much as Ice blast and Cryo will still not step on its toes since Ice still has 2 holds that last longer. The KB in normal rounds could have its chances improved and still not overshadow Energy since that set has 100% chance KB in a power or two. The chance of DoT, I don't see why it is so low considering it won't be stepping on Fire's toes at all. That the set could give each of those other sets a run for its money is irrelevant since you can't give each of those other sets that run simultaneously.

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Originally Posted by Samuel_Tow View Post
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.
Okay, now translate that to Pistols. It doesn't quite work.

With arrows, an archer has many ways they can shoot an arrow or multiple arrows at a time. A pistol only shoots 1 bullet with 1 pull of the trigger. You can't line up 5 bullets in the barrel and hope they all come out when you pull the trigger. And you can't shoot anything other than a bullet since you're not going to shove a rock, bomb or net into a bullet.



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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.

I don't disagree, but now you seem to place yourself as the opponent of similar innovation. It's not necessary, really. People complain that DP doesn't outshine other blast sets. People complain that the animations are way over the top. That the set lacks specific powers. You have to understand that there are a *lot* of different views how things can and do turn out and not everyone will be pleased in the end. I'm just saying, what we got is what we got. Not much use bemoaning on what could have been and seek to improve with what innovations we have.


 

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Originally Posted by Leo_G View Post
I was speaking to use. You might think combos are easy to use, but subjectively, I don't think they're easier than switching on an endurance-free toggle when you want to.
Situational adaptability requires situational awareness, and quite comprehensive such. The first thing I did when I made my Dual Pistols Blaster was to download Arcana's spreadsheet of enemy resistances, and the things I found surprised me greatly. Some resistances are obvious, like robots resisting lethal damage or robots resisting psi damage, but I wasn't aware that Tarantula cyborgs in general resisted almost everything, or that either DE trees or DE mushrooms are weak to fire but not lethal while for the others it's the reverse. I'm already forgetting much of what I learned from that spreadsheet.

Dual Pistols in general is almost a sucker trap, in that it gives you this apparent adaptability, making you believe that you should know which ammo to use when, and the fact of the matter is that the end results aren't all that different from one another anyway, so you can never tell if you're doing something wrong, if you don't know enough or if the set's basic design is just screwing with you - which is usually the case. And then on the flip side, if you DO choose to "just use incendiary," you will inevitably meet with people who browbeat you over it like you're some knuckle-dragging idiot who picked the "simple" option where one doesn't have to think.

It's a design that sounds good on paper, but I've never seen it work out in practice.

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With arrows, an archer has many ways they can shoot an arrow or multiple arrows at a time. A pistol only shoots 1 bullet with 1 pull of the trigger. You can't line up 5 bullets in the barrel and hope they all come out when you pull the trigger. And you can't shoot anything other than a bullet since you're not going to shove a rock, bomb or net into a bullet.
I'm not sure I agree. Look at Broadsword. It's a set that has 7 out of 9 attacks that consist of "swing sword," and there aren't all that many ways to swing a sword. In fact, the set ends up doubling up on its own animation, with Head Splitter constituting a slightly more brutish version of Hack. Axe, Mace and Katana notwithstanding, Dual Blades is in a similar situation - it consists of slashes and slices from beginning to end. Even Super Strength isn't all that different, though that does demonstrate what lateral thinking can produce.

What I'm saying is that a set can be cool and different and interesting enough on its own without having to have a "sore thumb" gimmick on top of it. It comes down to art design, visual effects and power balance.

A while ago someone reminded me that Dual Pistols actually uses TWO pistols, taken out of context. This got me thinking if that basic nature of the set couldn't have been used in some way. Roll with me for a while as I think out loud:

Suppose you have each attack only concern one pistol, allowing the player to mix and match attacks if the player chooses. Such a thing WOULD make for a complex, probably unintuitive control scheme, but it would also allow one to, say, choose to do an attack and a short-duration stun by mixing an attack with a stun, or a stronger attack by mixing an attack with itself, or a stronger stun by mixing a stun with itself, or an attack that has two different components to it by mixing two different attacks. I'm speaking off-the-cuffs, so chances are I'm not making much sense.

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I don't disagree, but now you seem to place yourself as the opponent of similar innovation. It's not necessary, really. People complain that DP doesn't outshine other blast sets. People complain that the animations are way over the top. That the set lacks specific powers. You have to understand that there are a *lot* of different views how things can and do turn out and not everyone will be pleased in the end. I'm just saying, what we got is what we got. Not much use bemoaning on what could have been and seek to improve with what innovations we have.
I'm not an opponent of innovation, so much as I'm an opponent of innovation for the sake of innovation, rather than for the sake of good balance. I wouldn't be against a gimmick if it felt like it worked to the set's benefit, rather than detriment. I've complained about DB Combos quite a bit, but at the end of the day, they work, and the set is fun to play with them, once you figure them out.

The reason I speak against Swap Ammo is because of how things are balanced around here. If what you describe were possible - that Dual Pistols could get decent numbers on all ammo types - then I would be all for it, but that's not how Castle balanced things, and I've no reason to believe that his successors would be any more lenient. When it looks like a set has more tools at its disposal, the developers WILL cripple ALL of these tools to balance that versatility, to the point where not only is a set no longer versatile, it's actually not even any good.

To me, Swap Ammo is a death sentence for Dual Blades, because it condemns it to a jack of all trades, which means it will never do anything well. The only way we're ever going to see an improvement in the set's numbers is to lose some of its functions, because a set that has many uses AND is strong in those uses is seen to overshadow all others. Martial Arts is practically the poster child of death by versatility, and most of what has happened to save it over the years has come at the price of crimping that supposed versatility for more solid performance.

Basically, I don't want to see the search for novelty to produce a sub-par set. I'd sooner have a set that works than one which is eccentric but not very good.


Quote:
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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Situational adaptability requires situational awareness, and quite comprehensive such. The first thing I did when I made my Dual Pistols Blaster was to download Arcana's spreadsheet of enemy resistances, and the things I found surprised me greatly. Some resistances are obvious, like robots resisting lethal damage or robots resisting psi damage, but I wasn't aware that Tarantula cyborgs in general resisted almost everything, or that either DE trees or DE mushrooms are weak to fire but not lethal while for the others it's the reverse. I'm already forgetting much of what I learned from that spreadsheet.

Dual Pistols in general is almost a sucker trap, in that it gives you this apparent adaptability, making you believe that you should know which ammo to use when, and the fact of the matter is that the end results aren't all that different from one another anyway, so you can never tell if you're doing something wrong, if you don't know enough or if the set's basic design is just screwing with you - which is usually the case. And then on the flip side, if you DO choose to "just use incendiary," you will inevitably meet with people who browbeat you over it like you're some knuckle-dragging idiot who picked the "simple" option where one doesn't have to think.

It's a design that sounds good on paper, but I've never seen it work out in practice.
I doubt the devs created the mechanic with the intent for you to learn every foes resistances. Heck, I don't even bother with my DP user. He/she fires either fire bullets or ice bullets depending on the costume (although they both can use regular ammo too since they *are* using real guns, after all).

If anything, the simplest use would be '*shoot* *shoot* *shoot* My damage seems to be resisted. Let's try a different ammo. *swap*'. It was designed in a manner that, you can swap whenever you want, as many times as you want. This is simpler than combos on an academic level.



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I'm not sure I agree. Look at Broadsword. It's a set that has 7 out of 9 attacks that consist of "swing sword," and there aren't all that many ways to swing a sword.
If swinging a sword (or by proxy, shooting an arrow) were simple, their use wouldn't have been obsoleted over firearms all those years ago. And if there weren't so many ways to swing a sword (or many seemingly simple weapons) there wouldn't be schools dedicated to years of training in their use.

As for the animations, don't even go there. You already said you love how simple BS's are and I've expressed how I hate how weak they look.

I won't comment on the rest considering I don't disagree with any of it. But I also feel it's rather pointless to bother. We have swap ammo and that's not going to change. How the devs balance powers seem to change with time and I think that'd be a better use of energy, to get them to balance the secondary effects properly for this set.


 

Posted

I really do think they just need to up the damge type/debuffs to a level that can be "felt" Currently I switch ammo in order to try and get the best results, Chem>Cryo>Fire>more fire/standard but I know that's not giving me much in the end.


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Posted

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Originally Posted by Samuel_Tow View Post
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.
I was speaking of results and not intent. The original intent was a set that used different weapons and was called something else. the end result was a set that used one weapon to different effects and fell under one model.

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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.
Melee weapons are different from ranged weapons

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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.
they also made a set which was unique from it's predecessors in it's category and felt more superhuman than the others. And, again ranged weapons=/=melee weapons

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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.
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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 innovation 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.
Swap ammo would be fine with better numbers


Anyone Who wants to argue about my usual foolishness can find me here.
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I'll miss you all.

 

Posted

I've just re-rolled my DP Blaster and going with DP/ as the primary again (and /fire as secondary replacing /energy.)

I love the set. The only animation that I don't love is Piercing Rounds. It takes a long time. Still, I am not asking for any big changes like that. Just beef up the Swap Ammo numbers and I will be much happier!


 

Posted

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Originally Posted by Premonitions View Post
Swap ammo would be fine with better numbers
You'll never get better numbers because having multiple secondary effects to choose from is considered a major benefit which requires that the secondary effects be crap in order to be balanced. If they could just boost the set's numbers sufficiently for it to be good, I wouldn't have much to complain about, but this will not happen. Not without a miracle attached.


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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.

 

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I posted a suggestion here:
http://boards.cityofheroes.com/showthread.php?t=259976
Basically, allow slots for swap ammo, those slots additively apply to DP powers.

Slow enhancements will apply to all powers when using cryo rounds. Chemical and Pyro rounds will allow extra enhancements of set types allowed for each power. Case in point, targeted AOEs will only enhance powers that except them.

Knockback when no special rounds are chosen.

This should provide a small damage boost and allow a little extra enhancements for special effects.


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Looking at the enhancements page I see that I can slot Dual Pistol powers with knockback and slow. (I am assuming that slotting with damage increases the DoT.) However, if you think about it having to slot powers to boost one power over another defeats the purpose of being able to swap between ammo types.

I would just love an increase in the effectiveness of each ammo type.


 

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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.
Dual Pistols does not underperform. It simply is not Fire blast when it comes to damage. Far too many people think that every new set has to be more damaging than every set that came before it. Dual Pistol's debuffs need help, yes. The Cryo and Chem round are lacking. But the utility in Dual Pistols is leaps and bounds ahead of Fire (and I am a Fire blaster at heart, you can keep your fancy controls and Knocks, I'll just Blaze them in the face, thank you very much).

The AoE potential of Pistols is strong. The single target is lower tier (but still well within blaster norm). The control is strong. Would I have made Executioner's Shot have a half second shorter cast time? You bet. Would I prefer to see Empty Clips get something to make up for its cast time? You bet. Does Pistols currently underperform relative to other blast sets? Sadly, no, which makes it hard for me to argue for the changes I would like to see.


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I'll be honest, I stopped reading less than halfway through the thread. But every time this discussion comes up, I wonder if I'm playing a different set or something. I have a level 50 DP/Elec blaster who barely touched Elec at all because I was quite pleased with what DP had to offer. I enjoy the set, I have no problem killing things, I love the crashless nuke that, for me, kills almost everything and is usable just about every other group. Granted, she has a pretty boss IO build with perma-hasten and decent defense (20ish% to all positions so I can softcap with 2 purps). Leveling her up, I enjoyed playing her more than I ever enjoyed my Fire/Fire Blaster who was my first 50. I didn't start IOing my DP out until after she was 40+, and I enjoyed her before then; so I don't think it is actually the IOs that are making her enjoyable for me. Maybe I'm just really lucky with HoB as I hear that for others it seems to not kill enough mobs in a group; maybe I'm just really lucky overall with her. I don't know, I just always feel like I must be playing a different set than everyone else somehow.


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Posted

Don't get me wrong - i love the set. The animations may be long but they looks so cool that I don't mind. I just want "Swap Ammo" to be a shining power that helps define the set. Apart from Incendiary Rounds the Ammo changes may not be much better than Aim that we miss out on.

I love Dual Pistols. I will play my DP blaster with or without this being changed. It would just be nice


 

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Both Empty Clips and Rain of Bullets need their damage upping, at the least. They take far too long to animate for the damage they do (trivial compared to other blaster AoEs)

I'm not asking for DP to compare to Fire (etc) in terms of damage. I'm asking for it to stand up on it's own and not be a total washout.


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