We all know the gunner update is coming some time in the next decade or so, but I dont quite see guns as needing an update more than bombs do. I dont want to doubt out OOOverlords, praise them and their infinite wisdom, but in my eyes bombs are far more underused.
So, to fix that, I came up with a few, or rather a lot of ideas on what to add to make bombing better.
To start off, lets look at armors. Currently bombers have 4 armors sets, all with elemental defense. And the kat hat. So bombers have plenty of elemental defense, but little shadow defense and no piercing defense. This simply wont do.
Lets look at a controversial idea first, which probably a lot of people will protest against for various reasons.
Yes, its the mad bomber set. Right now it is inferior to chaos in almost every situation. And that little upside is due to the missing curse weakness, which barely makes a difference. So, I propose mad bomber to be completely redone into a new armor. Dont worry, everyone who has mad bomber will get something for their troubles. A chaos piece for each mad bomber piece with the same UVs and heat lvl AND a new mad bomber piece with all accessories from the old.
Now that thats out of the way, lets get to the stats.
2* and 3* armors stay unchanged. 4* gets an added dmg bonus low to each piece.
Oh and the bomber line splits at 3* into three 4* sets. You get heavy (elemental), laminated (piercing) and vile (shadow). They all have the same stats as the modified heavy demo, but different damage resistances.
Thats all boring stuff, so lets look at the 5* armors.
Elemental armors get no change, except that they lose mad bomber.
Shadow armors get:
Mad bomber set, which now gives shadow defense (to keep the evil government away), poison resistance (to protect against the drugs the government puts in the drinking water) and medium damage bonus (to get your explosive message across).
Snarby/shadow themed armor set. Shadow resistance, curse resistance, medium charge reduction.
Piercing armors get:
Divine themed armor set. Piercing defense, protects against stun and gives medium damage bonus.
Cool themed armor set. Piercing defense, protects against sleep and gives medium charge time reduction.
Those armors are made so that the dmg increase armors have the better statuses for PvP, while the CTR armors get the reject statuses. Also, they use up the leftover themes, so bombers can become real rainbows.
Now then, weapons.
To start off, blast bombs. Lets treat them like valiance. To be more precise, you get them in all damage types now.
After that, shard bomb.
We have them in 4 damage types. Two of them even split further into ones with statuses.
They have piercing and stun against fiends and shadow and shock against slime.
That leaves one non-normal damage type (elemental), one movement impairing status (freeze) and two enemy types weak to that damage (undead and construct).
As we already have sun shards against an enemy that deals shadow damage, we wont need a bomb against undead.
So the new shard bomb will deal elemental damage, have freeze chance and damage bonus against constructs. Lets make it moonstone flavor.
I always wanted more weapons to deal curse. I also always wanted a weapon that makes an implosion.
Voila, new weapon. Similar to BAB, its quite slow, but packs a punch. It has a 1/6 chance to curse enemies on hit and a 1/3 chance to curse you on planting the bomb. The explosion has a BAB radius. It also is an implosion, meaning that it pushes enemies towards the epicenter. Its less of a sustained sucking like that of a vortex and more of an inverted knockback. Its line starts from a 3* shadow blast bomb.
People liked the old sun shards, right?
So lets try something with that. We could use an elemental bomb that does something whacky.
Lets go more into what made the old shard bombs special: the bomb spits out 16 "splinters" that act exactly like bullets.
This weapon would be great for hitting large enemies hard (so bombers can finally deal with trojans and dreadnaughts well), while still allowing them to use the bomb against crowds. Its line starts from a 3* elemental blast bomb.
More starting weapons incoming.
to get people into bombing easier, I came up with a few more starting bombs. They dont have to be given out by missions, but that would be a good idea.
Little howler: 1* spine cone. Deals same damage as other 1* blast bombs. also deals no knockback. it has a radius between a 1* and a 2* bomb.
Toxic breath: 1* venom veiler. Deals absolutely no damage (yes, even no inital blast damage), but has the same radius as the little howler to make up for it.
Rotor bomb: 1* dark retribution. Deals small amounts of damage with one rotating orb that has the same speed as the 2* DR ones. The orb circles at 1* blast distance.
Mini shard bomb: 1* shard bomb. Deals half of 1* bomb damage with each of its 4 shards that get launched about 1* blast distance.
Suction bomb: 1* vortex bomb. the vortex is 1* bomb sized and sucks for about a second after initial detonation. Final detonation does about half 1* bomb damage and does not deal knockback.
I think these items would flesh out bombing quite well.
I touched on this in an old thread
You must realize the majority of new players are only offered blast style bombs to play with and thus ignore bombs until they see a haze, DBB, or Dark retribution bomber wipe out a horde of monsters in a few attacks.