Easy fix to the "underperforming" Dual Pistols


Arbegla

 

Posted

I personally like the mechanic behind duel pistols, but i dont think it's enough. There's only 4 types of ammo(3 special kinds). I think it should have a couple more ammo types. One I would like to see are:

Resonating Ammunition: Minor -res, but cant compete with sonic. Defender value would be -10% per attack, other AT's would scale from there.(could be either energy or smashing damage)

Charged Ammunition: Could possibly be overpowered with this idea but: stacks short to medium duration mag one holds/stuns per attack OR if thats to OP then: -end and recovery. The only reason this wouldnt be TOO OP is because they would be short duration and would take a while to stack. The duration could be like 5 secs on average(some attacks have longer or shorter times) and because of DP's animations, it would take some time to stun/hold anything(at least to AOE hold anything)

Either a dark themed or flashing themed Ammo(would do same thing): -tohit. Defender values would be -7.50(or 5.83 if thats to much, so we dont step on /darks)

And there could of course be others. I just think there arent enough ammo types for Dual pistols :/



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Posted

Eh, dual pistols is pretty confusing enough as is, and some of the attacks already provide -resistance (piercing shot does -res with normal ammo) and the normal ammo already gives mitigation in the form of KB, so adding hold/stun to all attacks would just be a little much, plus with the stunning shot (or whatever its called) already doing a stun/hold with different ammo types, would it do an additional mag of hold/stun allowing it to 1 shot hold bosses?

Dual Pistols is pretty middle of the road, atleast from the last DPS numbers that were given. Its not the highest (fire or sonic) and its not the lowest (AR, sonic if you don't count the -res)


 

Posted

The current ammo types need higher debuff modifiers on Blasters and a slight damage boost to take into account DPA and the long animations in DP.

Other than that, I think it works ok. Adding more types just makes it even more confusing.


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Posted

Dual Pistols underperforms because it can do a lot of things but none of them well. Adding more ammo types won't help that.


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Posted

Dual Pistols underperforms thanks to the "jack of all trades" syndrome in power balance. When a powerset is seen as able to do multiple things, then the powerset is balanced such that it really kind of sucks at doing all of them, under the assumption that the ability to adapt makes up for this weakness. This ignores the very real problem that it doesn't make a difference whether you're given four or forty really terrible options to choose between, you're still stuck with using terrible options. Sure, they may be slightly less terrible in the "right" situation, but at no point are they ever better than any of the other sets.

If City of Heroes were a game where most sets routinely run against enemies that they out-and-out cannot handle while Dual Pistols was weaker but never useless, then such balancing would be meaningful. This, however, is almost never the case. As a result, it is almost always better to use a specialist set, because even in the situations where that set suffers, it suffers about as much as Dual Pistols "shines" at its best.

As far as I'm concerned, Dual Pistols needs to have much better damage for how slow its attacks are, and it needs to have decent control and debuff effects.


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Posted

ether more dmg or less recharge time, more ammo types is only gonna suck even more.


 

Posted

<QR>

One way to improve dual pistols would be to increase it's damage across the board.


 

Posted

Quote:
Originally Posted by Vanden View Post
Dual Pistols underperforms because it can do a lot of things but none of them well. Adding more ammo types won't help that.
That, or increase the fraction of special ammo, as well as implementing ammo to cover all damage types, like ionized rounds for energy, soft rounds for smashing, dimensional rounds for dark and so on. Psionic would probably be a bad idea, though, since it's extra-unresisted by almost everything.

One third fire/ice/toxic damage isn't going to cut it for most mobs with weaknesses to any of those either. Ostensibly, the "strength" of dual pistols is versatility, but we don't have nearly enough options to support that, and the options we do have don't have significant enough effect to differentiate them from each other.


 

Posted

Dual pistols is "underperforming"? The 4 person all DP Barracuda SF I was on a few weeks back indicates otherwise.


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
The current ammo types need higher debuff modifiers on Blasters and a slight damage boost to take into account DPA and the long animations in DP.

Other than that, I think it works ok. Adding more types just makes it even more confusing.
This.

I have dabbled in it on Blasters, Corruptors, and Defenders. The buff/debuff archetypes actually make use of Swap Ammo to good effect. Blasters suffer in that regard, which is probably where the underperforming feeling comes from.


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I am a blaster first, and an alt-oholic second.

 

Posted

Quote:
Originally Posted by Irish Fury View Post
Dual pistols is "underperforming"? The 4 person all DP Barracuda SF I was on a few weeks back indicates otherwise.
Yes, and eight-Defender teams can tackle pretty much everything. This is like the old argument that the Shield Defence numbers on Test were just fine since a team of 8 Shield Scrappers all covering each other with Grant Cover and Phalanx Fighting was doing wonders. We should examine the set's balance in itself, as well as how it interfaces with and compares against other sets it shares an AT with.


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Posted

I haven't seen the actual numbers, but just going from my experience I would say DP is middle of the pack when it comes to damage output. When I play my DP/Kin (often solo) I certainly don't feel underpowered.

Edit: The only change I would like to see for dual pistols is having some alternate animations. The "gun-fu" look is cool, but doesn't exactly work for my cowboy-themed character.


 

Posted

I love Dual Pistols, and I have to say it feels a lot stronger than my non-Pistol blasters. I don't know where you're getting "Underperforming" from at all.


 

Posted

Quote:
Originally Posted by Quinch View Post
Psionic would probably be a bad idea, though, since it's extra-unresisted by almost everything.
I find myself for the second time this week pointing out that this is not true.

Psionic is a HEAVILY resisted damage type, there may or may not be fewer mobs that specifically resist it, but when it is resisted it is done so by a HUGE amount.

I believe you'll find that on average Fire, Ice and possibly even Energy are all actually less resisted than Psi.


@Oathbound & @Oathbound Too

 

Posted

You're right, the word I should have used was defended against, since I can only think of Carnies in that regard, as robots of all kind tend to resist psi heavily. Still, I don't see my corruptor shooting ghost wizard bullets.

Actually, on second thought, that would be kinda cool.