Right, everyone knows that some weapons have wonderful charges and lousy normals, while others have the opposite. I'm not suggesting that every weapon's charge and normal be on par, but there should at least be a good reason to use both. Here are the problem weapons, as I see them:
Pulsar line
Antigua line
Cutter line
Fang of Vog
And here are my suggestions:
1) Pulsar: Simple: differentiate the two in some way. Charge = expanded normal is both boring and weak. Guaranteed shock, or somewhat more damage, or a somewhat larger AoE, or a somewhat higher speed, would do a lot to make it worth using.
2) Antigua: It's been said before: fire the large bullet/bird first, or just the large bullet. Or, how about allowing the player to move at a slow rate while the small bullets in the charge attack are firing? I don't think balance requires that the player be rooted to the spot in every charge attack.
3) Cutter: Just make the charge propel the player forward, like a Flourish rush. Starting the combo rooted to the spot is silly.
4) Fang of Vog: This is the opposite of the above: charge is great, but normals are worthless. It's as weak as a three-swing; give it a three-swing's speed, then. (It's been suggested many times, I know.) More interesting alternative: make it even slower, but make every swing inflict fire. nerf the charge to compensate, if necessary; it may be a tad strong.
I'm sure all this has been suggested before, like everything else. Apologies in advance.
No Me Gusta.
1) Pulsar: I know it is stupid that the charge shot is just a large ball of voltage that deals a better damage than normal and extended Pulsar shot. However, having a guarantee shock will cause players to rage about that weapon, dealing more damage seems too mainstream, larger AoE will be weird, and bullets should stay the way of how they are meant to be shot.
I'm thinking of making the charge into a laser, obtained from the Ironclaw Munitions Factory's laser traps. It'll be fun I say.
2) Antigua: Charge isn't that useless, and I really agree of firing eagle/larger bullet as initiative charge shot. Allowing the player to move at slow rate will be stupid, because the normal shots ye do counts moving at slow rate.
3) Cutter: I see nothing is needed to nerf for this weapon.
4) Fang of Vong: I rather that we push back the weapon speed similiar to swords like Brandish, but I doubt we should as this weapon is not needed of nerfing or buffing. Also, I do not like that ye keep making the status ailments inflict 100%, this is stupid as I can say. It's charges already inflict a higher percentage of Fire, and nerfing the charge will make the users rage, and reject the idea.
Psh, I dunno bout ye, but I don't really support the last 2 of the weapons.