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Hi OOO, when is it time for gunslinger gear to not suck? Please, can we finally get a dev reply :/

74 replies [Last post]
Wed, 08/10/2011 - 14:28
Guhnom

I have gone through crises and arguments and persuasions and revelations and everything in about 20 minutes, and it occurred to me that I'm not going to rage about the crappy statuses (or lack thereof) on gunslinger gear, or complain about sword damage being overpowered, or why bombs suck or guns are backup or any of the rants that have been cycling through everyone's heads for the past several months.

I just want to know why 5* gunslinger gear is comparatively so much worse than other class gear, and if it will ever be fixed so that it is on par with them.

I will not go into extraneous details, but here is a concise comparison:
Swords have Skolver, a med vs everything damage boost.
Bombs have Mad Bomber, a med vs everything damage boost + ctr:med boost
Guns have Shadowsun, just a low damage boost.

I really love OOO and I would like to give them the benefit of the doubt and say that this has been overlooked by a simple, several-months-long mistake, or there has been a very good reason for it, but frankly I don't see one, and it upsets me and frustrates me a little bit. It's okay to give guns as a CLASS less damage because they have other advantages yes, but that's a class-wise debuff. I don't understand why the optional, offensive ARMOR boost has to be worse than all the other class sets, and it's really not fair.

I would really like to get some devs to weigh in on this, or at least some users who feel the same way I do. Thanks. :/

Wed, 08/10/2011 - 14:43
#1
Tenkii's picture
Tenkii
gear

I heard they're making trinkets with gun damage:Medium soon.

:O

---------------

As far as gun damage, I've been using gear sets that boost specific damage:

Blitz needle/Callahan + Valkyrie for fiends
Dragon scale for beasts, etc.

There isn't really a construct set though :x

Wed, 08/10/2011 - 14:48
#2
Bigfootm's picture
Bigfootm
They have that. The Krogomo

They have that. The Krogomo koin trunks? I got one. Elite Trueshot module.

Wed, 08/10/2011 - 14:59
#3
souron
Legacy Username
Gunners shouldn't have to rely on trinkets

That kind of proves UnicornKitty's point, though, which was about armor. You can't say gunner's have the same buffs as the bombers and swordies because of the trinkets, because a bomber or swordie at the same level of armor and trinkets as a gunner will always have a better buff.

Someone with vog cub + sword damage trinket has Asi VH and damage med. Skolver + sword speed trinket has damage VH and speed med.
The same would go for a bomber.

Gunners, on the other hand would still be worse off because they could only have, say damage med + asi med, or whatever the combination equals out to. Any way you parse it, a maxed out swordsman or bomber has better buffs than a maxed out gunner.

Wed, 08/10/2011 - 15:28
#4
Asonara
Legacy Username
I think the original idea was

I think the original idea was that gunners wouldnt be able to do as much damage as bombers and swordsmen, co they can kinda stay back and blast everything, but, yeah, gunslingers atm are a tad weak :/

Stuff like Polaris made it better tho, that gun is pretty awesome.

Im sure the devs are slowly fixing stuff, they do a bit every now and then like decreasing gun charge times and making new times of guns with every update ^^

And also, you gotta realise theres a ton of stuff to fix, such as alot of armours like the Chaos set are completely useless and each update brings new balance issues, like how the last one brought about the problem of Suda/Triglavs having a completely useless and underpowereed charge attack, so, I guess they got their hands full with balance issues....

Wed, 08/10/2011 - 16:41
#5
Babymicrowave's picture
Babymicrowave
hmmm

Nameless set + two Elite Trueshot modules

This is my setup. Very high ASI on guns. Very high Damage on guns.

I do agree gunslingers armour isn't that great though. Shadowsun is low and they all don't have any status resist.

Guns deal damage from a distance, hence they are weaker than swords of course. And by that nature, they are less risky to danger and damage. Guess the trend follows and less will be given to gunslingers.

Wed, 08/10/2011 - 21:19
#6
Arctic-Fern's picture
Arctic-Fern
Probably Killerjas is right

Probably Killerjas is right in saying that Gunslingers should not get hit at all considering their range, so they are given less defense to compensate and make enemy hits more punishing... along with lower damage overall, because the safety of range makes it possible to attack more often, right? Right?

Ok, I really want fire resist on my Nameless at least.

Thu, 08/11/2011 - 08:38
#7
Guhnom
Nooooooooo

I'm not talking about weapon damage and range and charge times and dodging and multiple sets and how it is supposed to be played. I also do not care about sets like chaos and cobalt and how the devs have their hands too full to change two numbers and weapon charge balancing and new weapons and new content and crappy servers which cause lag and whiners about CE and pvp.

Skolver set: Damage very high (not to mention status resist)
Mad bomber set: Damage very high (not to mention ctr: very high)
Shadowsun set: Damage medium. MEDIUM.

Gunslingers do not have Damage very high armor. Everyone else does. That is the point I am trying to make. Just change TWO numbers, that is all that needs to be done, and I have seen no good reason for it to be otherwise. I don't care about trinkets or being a weaker weapon class or a gun with quirks or ranged damage or armor defense or anything else. I just want gunslingers to have very high damage armor, just like everyone else.

I'm quite certain the devs read most, if not all forum posts, and I really have not seen any posts or results or anything from the devs acknowledging this imbalance, anywhere.

Thu, 08/11/2011 - 12:21
#8
Doombexar's picture
Doombexar
Nameless set + two Elite

Nameless set + two Elite Trueshot modules
You now have the same bonuses as Vog + 2 Elite Slash Modules and Skolver + 2 Elite Quick Strike.
Quit your whining.

Thu, 08/11/2011 - 14:20
#9
Dashiepie's picture
Dashiepie
Gunners don't have to get

Gunners don't have to get close to the enemy at all to deal damage, which means they're a low-risk class.
However, swordsmen have to be close to the enemy to deal damage, so they become a high-risk class.

Gunners are low-risk, low-damage, while swordsmen are high-risk, high-damage. They have to be similar in order for the class to be balanced.
It wouldn't make sense to make a heavy sword-based set if you could do the same damage without being near the enemy (i.e. low-risk, high-damage gunslinger)

I'm not so sure of where the bomber's standpoint is, but I'm assuming that they have to be somewhat near the enemy while planting their bombs.

Thu, 08/11/2011 - 15:16
#10
Ween-Bot's picture
Ween-Bot
In terms of risk

Swordsmen are a medium-risk class because they have the advantage of pushing enemies with nearly every swing, plus reliable shield-pushing and weapons which have 100% move speed while charging, allowing them to kite effectively.

Gunslingers are lower-risk but only slightly. They can't clear themselves space like a Swordsman can without a backup weapon. Their shielding isn't as reliable as they are attacking constantly and risk the bane of reloading, and this makes them vulnerable to stray projectiles and flying enemies (from Levi/DA swordsmen and bombers).

Bombers are probably the highest risk because they have to get close while holding a charged attack that won't immediately knockback or knockdown enemies. However once they get going they have ultimate control over whole hordes of enemies, and can do thousands of damage per bomb. This makes them the masters of arenas and danger rooms.

The two things Gunslingers have going for them is range and pure damage types. The range allows them to (with practice) snipe Menders and Wings as they're kiting while Swordsmen will have to clear through the masses of melee attackers first, and Bombers need some luck and/or clever positioning of bombs. Pure damage types means they will pretty much always have big orange numbers against any enemy. However their damage per attack is still about half of a swordsman's, and the same as a bomber without the area of effect.

If Normal damage had reduced effectiveness against some monsters, especially in T3, then maybe Gunslingers would have a niche to fill. At the moment, unless some kind of Normal-resistant monster comes out they'll just keep kiting and watching the Swordsmen...

And yes, I do know Menders got increased Normal resistance just today.

Thu, 08/11/2011 - 15:55
#11
OverDingle
Legacy Username
On mender's "increased normal

On mender's "increased normal resistance": They actually had decreased normal resistance, with normal damage attacks dealing slightly more than piercing to them; they'd take more damage from a normal weapon than any other enemy. Likely the patch fixes that.

Edit to the above: More to the point, the point of normal damage is to NOT be reduced specifically - in cases where normal damage is reduced, all other damage has been reduced by a similar amount. Those cases pretty much add up to Vanaduke though.

On gunslingers having worse damage bonuses available from armor: Yes, their damage bonuses are worse, no, this is not necessary to balance them - damage bonuses are a % increase to the weapon's base damage; guns are already balanced by lower numbers. All not having medium damage bonuses does for gunners is make it harder for them to reach their maximum damage than swordsmen, and each level of damage boost UV already means less for gunners.

Gunners getting less defense on armor is fine, as they don't need it as much - but having less resistances total kinda sucks.

Sidenote: Bombers are the only ones that get a charge time reduction on armor - I don't particularly see a reason not to have CTR armor for guns and swords.

Thu, 08/11/2011 - 17:14
#12
Guhnom
Rain rain, go away

@Bexar Please try to act mature in the forums, instead of deferring to ad hominem attacks because you had a crappy day. Nowhere in your post did you address my actual complaints, which you affectionately referred to as "whining".

I am aware that gunslingers are a low-risk, low-damage class. This is reflected in the base damage of our weapons already. I don't see why it needs to be emphasized further how much OOO hates gunslingers by crippling our offensive BONUSES as well. It's an optional bonus--shouldn't those who work for the BONUS be rewarded equally, regardless of their weapon class?

@OverDingle, CTR for bombers is the rough equivalent of ASI for other weapons, which bombs (even UVs) lack anyway.

Thu, 08/11/2011 - 17:38
#13
OverDingle
Legacy Username
That doesn't mean we can't

That doesn't mean we can't have CTR armor for guns and swords - it's unused design space.

Thu, 08/11/2011 - 22:51
#14
Doombexar's picture
Doombexar
Actually I did. The modules

Actually I did. The modules were put in the game to balance all the armor sets more. Now you can have Vog + Skolver bonuses at the same time. Its easy enough to just do that with the combination I posted. But sorry you want that tiny bit more damage on your gunner armor sets. Too bad its not the important thing. ASI > Damage Bonus. You'll find that out one day.

Thu, 08/11/2011 - 23:08
#15
Afoxi
Legacy Username
ASI is almost useless for a

ASI is almost useless for a gunner imho.

Thu, 08/11/2011 - 23:11
#16
OverDingle
Legacy Username
@Bexar

I'm sorry, you don't seem to realise that guns aren't swords - the benefit from ASI is barely noticeable, and certainly doesn't match the fixed 5% damage increase per level of damage bonus. Remember that ASI for gunners doesn't affect our reload speed or our charge attacks. Maxed gun ASI is about 5% more shots per minute where maxed damage bonus is 30% more damage per shot.

Thu, 08/11/2011 - 23:52
#17
souron
Legacy Username
Back on topic..

The point of this topic, as everyone keeps forgetting, isn't to say that guns are inferior because they don't deal damage. We get that there are other bonuses to guns that make up for this. It's just that the armor setup is designed to deter one from becoming a pure gunner. As a class, guns, swords and bombs are all balanced (IMO, anyways). But the armor that's supposed to provide an incentive and bonus to specialize isn't.

If you go pure sword and get full vog or full skolver (really, just two wolver bits) you're instantly waaaay better at dealing damage than a swordie wearing, say, cobalt.

And if you go all bombs and wear full demo equipment you're immediately better at laying explosives than any shmuck blundering around in chroma gear.

But gunslinger armor doesn't provide that instantaneous boost to gunning. A gunner in all gunner gear is better than a gunner in all cobalt, I'll admit, but only marginally so. A bomber in all bomber or a swordie in all swordie is better by a LOT. The point isn't that guns should or shouldn't deal X amount of damage; the game is designed so the weapons all have pros and cons. The point is that specializing in guns and wearing gunslinger armor should make being a gunner much more satisfying and useful, the way the mad bomber and vog do for their respective classes.

Fri, 08/12/2011 - 02:34
#18
Arctic-Fern's picture
Arctic-Fern
What if gunslinger armor is

What if gunslinger armor is balanced because other choices are being considered over it, and we are just comparing a "balanced set" to overpowered sets?

Disclaimer: This statement is a work of fiction. Any similarity to a Vog, Skolver, VDemo nerf in my statement, living or dead, is purely coincidental.

EDIT:
1. I guess all it takes is a 3* different status boss to fix the dominance of fire resist items.
2. ASI can be more worth it for gunners if it affected reload animation, as often suggested.

Fri, 08/12/2011 - 03:29
#19
GoottiKustaa
Legacy Username
I'd say that ASI should

I'd say that ASI should affect reload to begin with. That would be something that really helps with the heavy guns, where you spend a lot of time reloading.

Personally, I have the full nameless set and a set of three 5* heavy guns (hail driver, umbra driver and Callahan) and I feel that the game really penalizes my gear a bit, like the OP said. Solution is to either change ASI usefullness to the gunner, or to have (slight) nerft to sword gear. I prefer boosting gunners, since nerfing is always a bit nasty.

The benefit of having gunners in your team is not big enough at the moment. The jelly king even is a completely "anti-gunner" boss.
I'd like to see it viable to play a full gunner over just seeing teams with plain swords all over.

I really doubt that anyone would claim pure gunners to be particularly strong at this game at the moment.

Fri, 08/12/2011 - 04:46
#20
Doombexar's picture
Doombexar
This thread is more of a

This thread is more of a "Compare Gunslinger armor to everything else" rather than a "Gunslinger armor sucks." I just listed the ways for a gunslinger to get the same bonuses as Skolver + 2 ASI Mods or Vog + 2 Dam Mods. If you want Max! damage with guns, get the 5* armor set that gives Med bonus total + 2 Gun Dam Modules, and you're set. But no, people are too busy complaining.

Fri, 08/12/2011 - 04:47
#21
GoottiKustaa
Legacy Username
This requires you to have two

This requires you to have two trinket slots. Not everyone has that.

Since ASI is not that good on heavy guns, the nameless set is less useful than a set with medimum damage bonus would be - however there is only an alt armor set that has low damage. Why is that?

You should not compare a gunner with a swordman at full trinkets only. Compare with only basic armors and weapons, and it really is inferior.

Sure, I am happy that there are those trinkets, but they do cost CE to make and to maintain the slots - not something that everyone will do. Especially people who don't play much beyond a run per day will have difficulties coming up with all that CE to keep up the slots.

Sat, 08/13/2011 - 08:23
#22
Guhnom
Gootti is right.

I don't want to waste 2 trinket slots getting damage:max for my guns, when every other class can just use one. Hello, Mad Bombers can get Damage:max and CTR:max with a single trinket and no UVs, where gunslingers can only get one or the other, with TWO trinkets.

Guns are underpowered enough as-is; there's really no incentive right now for anyone to be a gunslinger, let alone get Shadowsun, the supposed damage boost armor. But no, all the vog cubs are running around happily, so the game is fine as is.

I don't know why OOO hates gunslingers.

Sat, 08/13/2011 - 09:46
#23
Goldmaker's picture
Goldmaker
Recently updates: *Gunslinger

Recently updates:
*Gunslinger set now has "Reload speed" instead "ASI"
*Nameless now has Fire resist and Justifer Freeze resit
*Shadow sun now has V.high bonus damage and Reload speed but reduce all resist like mad bomber set.

Living the dream...................................

=(

Sat, 08/13/2011 - 12:07
#24
Asonara
Legacy Username
The devs are making it better

The devs are making it better really.

People have complained about the lack of knockback before, and they gave us Polaris/Supernova and Biohazard/Neutralizer which can pin enemies down just as good as any sword.

Sat, 08/13/2011 - 12:16
#25
RayND
Legacy Username
Wow, really?"Gunslingers

Wow, really?

"Gunslingers can't block as well as swordsmen because we're constantly emptying our magazines and can't shield while reloading." Did you know that swordsmen can't swing away wildly either as they can't block on their combo-ending hits?! Maybe a Maximum! ASI Leviathan can swing away like a madman, but heavy sword users (hint: a large majority of swordsmen) cannot and are usually backpedaling and taking a single swing, then waddling away to safety with their shield up. First of all, why do gunslingers even NEED to spam block? For swordsmen, it's the only way to even stay alive and deal damage at all. Shielding is our lifeblood. It's just an extra perk for gunslingers. If a swordsman gets trapped in a corner by 10 mecha knights, he is just as screwed as a gunslinger. The only option there is to spam shield bump as hard as he can, just like a gunslinger. If you want to try to do a full swing to get out, you're going to take damage and probably get shocked to death, but I'll admit it's one perk that gunslingers don't have. It comes by virtue of ACTUALLY WIELDING A SWORD. Gunslingers can actually do it, too! And guess what, crying about having to carry one sword out of your four weapons is pointless; have you ever played a switch-heavy map or level without a gun having to rely only on jugs? Swordsmen can't spam their attacks, why should gunslingers be able to? If you want to knockback like a heavy swordsman/Leviathan user and want to spam swings like a light swordsman/Leviathan user, then use the Valiance. A gun that many gunslingers overlook or shun as "mediocre" when it gives you all you whiners are asking for.

"I don't want to require two Medium DMG trinkets to get Maximum! DMG." TOUGH LUCK! Heavy swordsmen cannot max both ASI and DMG without at least one trinket because swords cannot get DMG UV's and if you wear Skolver/Skolver/Barbarous Thorn Shield your swing speed will be ATROCIOUS. Seriously, just because you're not used to ASI being useful as a gunslinger doesn't mean you should be ignorant as to how greatly it affects swordsmen. Even the difference between Ultra ASI and Maximum! ASI is a huge, noticeable difference. I would not use heavy swords without Maximum! ASI anymore; it's just not worth the effort unless you have perfect latency. Because of this, heavy swordsmen are usually using both trinkets and a Barbarous Thorn Shield to get their +6 DMG boost because they wear double Vog to get +4 ASI. If your weapon has Very High ASI, then and only then can you wear Vog Cub/Skolver to max your ASI and only require one trinket slot to get max DMG, and ONLY IF you wear Barbarous Thorn Shield; that means no Owlite, no Volcanic Plate, no Crest of Almire. Swiftstrike Buckler does similar for ASI and IS USABLE BY GUNSLINGERS TOO! If anything, be grateful that you can do without 6 entire points in ASI since it doesn't do anything, or so you say. Then you can max out CTR and DMG without a problem assuming you can get two other sources of Medium CTR. A swordsmen can get +6 to two bonuses out of ASI, CTR, and DMG, and +4 in the third. If gunslingers can obtain the same, then NO, THERE IS NO PROBLEM WITH GUNSLINGER GEAR. The entire point of all this whine was that gunslinger gear bonuses weren't on the same level as swordsmen. Except for Barbarous Thorn Shield, YOU'RE WRONG.

I am sick and tired of games where the ranged classes are superior to the melee. I think gunslingers may be slightly underpowered as they are right now, but killing time does not matter as much IMO because you can STILL GET THINGS DONE as a gunslinger going solo and still contribute with an acceptably high DPS and kill-time in a group of 2-4. Gunslingers are capable of getting the EXACT SAME bonuses as swordsmen, and for the average player without perfect UV's, EVERYONE REQUIRES 1-2 trinket slots, especially if they're aiming to get +6 in two categories while maintaining +4 in the third (UV, DMG, CTR). If anything, ask for a change to the way percentage effects affect guns (like making ASI more appealing as it is to heavy swords -- HEY LOOK! You don't see light swordsmen complaining about not getting as much of an advantage as heavy swordsmen from ASI!) or ask for an increase in handgun damage percentiles based on damage type and resistances.

TL;DR: Guns are fine. Gunslinger gear is fine. Stop being whiny children; YOUR GEAR IS CAPABLE OF ACCOMPLISHING THE EXACT SAME THING AS GEAR FOR SWORDSMEN. It's the way the gear bonuses interact with your base weapon that is at fault. And especially, stop making stupid complaints like "gunslingers can't block as much as swordsmen because we have to reload." Seriously.

Sat, 08/13/2011 - 13:38
#26
Guhnom
rantrantrant

Ray, get your head out of your Vog long enough to think properly. I'm not going to address half the discrepancies and contradictions in your post, but I'll point out: "I think gunslingers may be slightly underpowered" followed shortly by "Guns are fine. Gunslinger gear is fine."
Also, keep in mind that this whole thread has been about how gunslinger gear is NOT fine, with factual evidence easily found in-game or on the wiki, not just based on angered opinions and caps lock.

Raton, you seriously raised my hopes with that post and then I felt bad for creating this cruel, hateful thread. But then I realized we were both dreaming, and it hadn't actually happened. :(

Sat, 08/13/2011 - 16:00
#27
RayND
Legacy Username
Problem? You may not like my

Problem?

You may not like my confrontational tone, but at least I addressed every salient point, no matter how asinine and incorrect they were, whereas you throw out thinly-veiled insults cutely disguised as puns and refuse to acknowledge my rebuttals. I can only assume that's because you're completely WRONG and your complaints are unjustified. What other reason can there be if you refuse to explain to me why I'm wrong? I'll even examine every single unwarranted complaint from gunslingers in this entire thread despite the lack of a properly integrated quoting function.

The ONLY leg you can stand on right now is, "The Shadowsun set does not give equivalent damage bonuses such as the Skolver and Volcanic Demo set."

BY YOUR OWN ADMISSION, ASI is useless or at least not worth stacking over the other two stats, so gunslingers only need to reach a total of 12 boosts: 6 to DMG and 6 to CTR. This is possible with the current equipment and a CTR Very High handgun. Similarly, demomen do not need ASI at all, and can also obtain Maximum! DMG and Maximum! CTR. Swordsmen require all three BUT CAN NEVER REACH THE MAXIMUM OF EACH STAT.

Heck, why don't we complain that the sword and gun sets aren't as good as the demo set?

I wouldn't dare to answer on behalf of the devs, but here are some possibilities as to why gunslinger armor doesn't yield as many hard boosts as other weapon type sets.

- You don't need 16-18 total boosts unlike swords.
- You can attack from range.
- You deal pure damage rather than split damage.
- Your base attack speeds can be worlds faster than bomb charge times and many swords.
- You have the defense of swords with safer application via knockback, status, shield cancelling, and shield bumping, as well as the AoE and status ability of demomen.

Here are some of the "discrepancies" that you gunslingers are throwing out as complaints:

"there has been a very good reason for it, but frankly I don't see one, and it upsets me and frustrates me a little bit."
"It's okay to give guns as a CLASS less damage because they have other advantages yes,"

Exactly.

"...but that's a class-wise debuff. I don't understand why the optional, offensive ARMOR boost has to be worse than all the other class sets, and it's really not fair"

What. And how is it not fair? I wish swords could attack freely from range. It's not fair. I wish I could max CTR and DMG as easily as demomen. It's not fair.

"You can't say gunner's have the same buffs as the bombers and swordies because of the trinkets, because a bomber or swordie at the same level of armor and trinkets as a gunner will always have a better buff."

ASI doesn't matter for gunslingers and demomen. Therefore, at equal gear level, demomen and gunslingers have SUPERIOR buffs. They max out 12/12 out of CTR/DMG. They are 100% capped out. Swordsmen will NEVER be able to rise above 16/18 CTR/DMG/ASI without sacrificing the ability to block T3 attacks (Swiftstrike Buckler). Remember our little discussion about blocking and how "Wahhh gunslingers can't block when I'm spamming my risk-free full-auto DPS!"?

"Gunners, on the other hand would still be worse off because they could only have, say damage med + asi med, or whatever the combination equals out to. Any way you parse it, a maxed out swordsman or bomber has better buffs than a maxed out gunner."

So I guess a gunner with absolutely perfect gear all around is terrible and broken and needs a buff? Yeah right. In fact, I retract my statement that gunslingers are underpowered. I only said it for politeness's sack anyways. With four weapon slots gunslingers are absolute powerhouses. Can you imagine if you had a gun equivalent to the power of Argent Peacemaker in FSC for every mob type/strata?

"Nameless set + two Elite Trueshot modules

This is my setup. Very high ASI on guns. Very high Damage on guns.

I do agree gunslingers armour isn't that great though. Shadowsun is low and they all don't have any status resist.

Guns deal damage from a distance, hence they are weaker than swords of course. And by that nature, they are less risky to danger and damage. Guess the trend follows and less will be given to gunslingers."

This guy gets it, why don't you? He STILL obtains the same damage as me (+6 ASI +6 DMG). However, he sacrifices CTR, BUT SO DO I because I don't have perfect gear. We have equivalent stats with our respective setups. The difference? He deals damage from range, while I can't. He gets to use Grey Owlite Shield while I can't. He gets to avoid more than 75% of dangerous status effects while DPSing BY DEFAULT, so why would you even need status resist on armor ESPECIALLY WHEN YOU'RE WEARING GREY OWLITE SHIELD?

"Probably Killerjas is right in saying that Gunslingers should not get hit at all considering their range, so they are given less defense to compensate and make enemy hits more punishing... along with lower damage overall, because the safety of range makes it possible to attack more often, right? Right?

Ok, I really want fire resist on my Nameless at least."

The first paragraph sums it up exactly. So why the heck do you feel you are entitled to more?

Here's another golden one, from you, no less:

"I don't care about trinkets or being a weaker weapon class or a gun with quirks or ranged damage or armor defense or anything else."

Well, you should.

"I just want gunslingers to have very high damage armor, just like everyone else."

Be careful what you wish for. I would rather suffer the "humiliation" of wearing an "inferior" set if the complete package yields a much more efficient or at least competitively viable setup. Gunslingers are fine. You don't NEED medium damage armor in the larger perspective, mainly because ASI's stat weight is so low for guns. If anything, the Demo sets need to be toned down, but bombs have their own limitations and that's another discussion. The sets may not even be meant for such all-exclusive purposes. Maybe we weren't meant to be pure swordsmen or pure gunners or pure demomen and we should be penalized if we choose to do so. No multi-class game will ever achieve perfect balance. If anything, the Mad Bomber set is the best example of this because their whopping +4 bonuses per piece allow for great mix and matching. The downside? No resistances. SOMETHING SOME OF YOU GUNSLINGERS ARE ASKING FOR MORE OF DESPITE THE NEED TO GO INTO BOMBING OR MELEE RANGE. Gunslingers don't need medium damage boosts on their armor just to satisfy your ego and skewed perspective of class balance. I don't want another game dominated by ranged classes. There are hundreds out there if that's your thing and gunners are fine where they're at.

"Swordsmen are a medium-risk class because they have the advantage of pushing enemies with nearly every swing, plus reliable shield-pushing and weapons which have 100% move speed while charging, allowing them to kite effectively."

Divine Avenger does not allow 100% move speed while charging. You don't need to charge with either swords or handguns. You can also more easily accommodate Maximum! CTR on a gunslinger set than a sword set. For knockback, refer to this post: "People have complained about the lack of knockback before, and they gave us Polaris/Supernova and Biohazard/Neutralizer which can pin enemies down just as good as any sword."

"Gunslingers are lower-risk but only slightly. They can't clear themselves space like a Swordsman can without a backup weapon. Their shielding isn't as reliable as they are attacking constantly and risk the bane of reloading, and this makes them vulnerable to stray projectiles and flying enemies (from Levi/DA swordsmen and bombers)."

Lolwhat. You can't dominate the melee range without a melee weapon. Swordsmen can't dominate long range without a ranged weapon. Sounds about right to me. Your shielding isn't reliable because you don't even bother to time your attacks while swordsmen have to? Sounds like a personal problem. You have no protection from stray flying mobs hitting you mid-attack? Neither do swordsmen nor demo men.

"If Normal damage had reduced effectiveness against some monsters, especially in T3, then maybe Gunslingers would have a niche to fill. At the moment, unless some kind of Normal-resistant monster comes out they'll just keep kiting and watching the Swordsmen..."

That's funny, 'cause dealing pure non-normal damage is actually BETTER than dealing split. And you act like swordsmen never have ceasefire moments. Protip: they do.

"@Bexar Please try to act mature in the forums, instead of deferring to ad hominem attacks because you had a crappy day."

Hypocrisy.

"The point is that specializing in guns and wearing gunslinger armor should make being a gunner much more satisfying and useful, the way the mad bomber and vog do for their respective classes."

Except Vog is only satisfying because it gives MEDIUM ASI AND NOT DAMAGE! This is why I say you guys are complaining pointlessly and without purpose. GUNSLINGERS ALREADY COME OUT OF THE GATES GUNNING FULL SPEED! Compare that to a heavy sword user who can't even safely swing twice without Ultra or Maximum! ASI. And if you want the luxury of Maximum! DMG, then GET THOSE TRINKETS. Vog swordsmen have to do the same, I assure you. And they also have to give up their shield slot to Barbarous Thorn Shield as well unless they have Very High ASI on all their weapons.

I'm sorry, but if you're going to complain about an imbalance, make it a legitimate one rather than "our armor has different words than theirs!"

Sat, 08/13/2011 - 17:00
#28
Guhnom
I don't understand your vendetta.

I'd like to think this is a legitimate complaint. You've said it yourself, several times already, that gunslinger armor is comparatively worse than other pieces, and you ignore that, but suggest unnecessary workarounds that still end in gunslinger buffs falling short of other class buffs, yet you say it's not a problem.

Your main issue seems to be that you're content with gunslingers being weaker than the other classes in every sense, simply because you don't want ranged classes dominating like in all other games. Let me remind you that 1) only a crippling minority of this game considers themselves 'gunslingers' and b) this game is not like every other generic game you've played, if you were unaware.

Okay, here's my concern--I don't want MELEE dominating in this game. Now, just pretend I follow the aforementioned line with a 6 paragraph rant dissecting and rebutting your entire post, also taking the time to pull out choice lines (that have nothing to do with your argument) and mocking them.

I personally don't care for the relative lack of defense, since it's easy enough to protect yourself from most attacks, but many of you seem to have misconceptions about the safety of being a gunslinger. Just because you can stand about 6-10 blocks further from an enemy, it doesn't make you any safer from ranged attacks, floor traps, or enemies that charge, run or swoop at you--and a good portion of enemies do precisely that. All you're really protected from is diving into a fray like an idiot and forgetting to shield or back out when you see several enemies about to attack you. Additionally, once you've agro'd an enemy (or several), they're not going to stand around and let you shoot them from a distance--and given the 55% (or standstill) move speed while shooting/reloading, I'd think gunslingers have 'ceasefire' moments as well. On top of that, whether we have split or pure damage doesn't make a difference when each shot (or several) still deals less damage than any other weapon.

And to move back to the actual topic, it's dumb that I put the same amount of work into a 5* set as a sworder or bomber, yet my bonus reward is less than theirs. I'm not asking for a Mad Bomber equivalent, I'm asking for damage:vHigh. I think that damage works just about the same in all weapon classes, although CTR and ASI vary.

As for Vog swordsmen having to get trinkets and suffer whatever crippling weakness, that's cool, but if I wanted to go through that, I'd get a Nameless Set. What do Skolver swordsmen or Mad Bombers have to go through, compared to Shadowsun?

Sat, 08/13/2011 - 17:31
#29
RayND
Legacy Username
If you're going to lodge a

If you're going to lodge a complaint with such little lack of commitment, then I can respond right back at you with the same nonchalance.

Why do you feel that gunners need a very high damage bonus set?

Answer: They don't.

Why should I work so hard for my 5 star sword sets and have to settle for merely very high in either ASI or damage? Why can't I have both like bombers? Hurr durr.

Sat, 08/13/2011 - 17:32
#30
Wotwotwotwotwotwot
RayND nailed it.

This thread's pretty much done at this point. As he said, despite his confrontational tone, he has a lot of valid points, most certainly one of them being this:

"The sets may not even be meant for such all-exclusive purposes. Maybe we weren't meant to be pure swordsmen or pure gunners or pure demomen and we should be penalized if we choose to do so."

If you're going to be a pure gunslinger, you should be prepared to accept the pros AND cons of the choice. The pros being less direct confrontation with enemies, less confrontation with pretty much anything that breathes in the Clockworks (and traps, since they don't breathe). The cons being that you're going to have other limitations, such as not having a universal damage boost on par with a Skolver Set or a Mad Bomber set. And even then, those sets have their limits as well. Pure bombers? They're [screwed] in close-range encounters unless they have a bomb placed and are priming another one. Pure swordsmen? Well, don't let a gunpuppy see them from across the way, or anything that has ranged attacks for that matter, or they're boned. In this case, pure gunners - you're [screwed] if you decide to forego any advantages you had by staying at a distance and running in, or allowing yourself to get trapped.

Bombers sacrifice constant DPS for their power, and in some cases sacrifice status resists as well with a Mad Bomber set. Skolver sacrifices longevity for its power, mostly because the amount of things in T3 that deal piercing damage is a lovely two things - spikes and jellies. Skolver users have absolutely no elemental or shadow resistance, both of which are prominent in T3 in some form or another, mostly only at close-range with the exception of gunpuppies, which half of the time anyone who's gone purely sword-based has absolutely NO way of dealing with. Shadowsun users at least have a way of keeping enemies at bay with the Polaris (which also does pure damage to gunpuppies) and have the option of avoiding a direct confrontation with most of the shadow/elemental damage dealing monsters in the Clockworks by keeping out of range while dealing damage. Which means, in translation, you're getting a damage bonus with the only requirement being that you have a decent amount of situational awareness, and know when to back off vs. when to turn around and shoot.

And even before reading Ray's post, this is basically you arguing over semantics and a false sense of "equality" that you feel entitled to as a gunslinger, which is pants-on-head silly. You basically want to have the damage output of a swordsman while having none of the penalties of actually being required to go in and risk getting hit. What's equal about that?

Long story short - you want higher DPS, use a [freakin'] trinket. I explained what Skolver and Mad Bomber users have to sacrifice in the long-term. Shadowsun users really only have a reason to complain if they can't keep their distance from an enemy long enough to deal the damage they need to deal, or when they become the brunt of the offense because a swordsman or bomber isn't doing a good job. Gunslingers were designed to be primarily support-based players.

Deal with it.

Sat, 08/13/2011 - 18:14
#31
Oppenheimer
An interesting perspective

An interesting perspective @RayND, but as it stands, a gunner might as well leave the armor and just take the trinkets. Which was the starting argument to begin with, gunner armor sucks.

And while I'm interested in the idea of putting these two views on the variants side by side and compare notes, two things do stand out.

One is that, comparative bonus aside, players love their tokens. Basically, whether it means anything or not, gunners will want to match, point for point, the same apparent gear bonuses as any of the other players. It's not whining for more, it's wanting to feel that their gear actually does something for them. Gunner gear simply isn't that satisfying.

Two is that, where status effects are concerned, you're simply wrong. Yes, gunners are usually several spaces away, giving them a little more room to move, but you still have multiple projectiles and leaping enemies to deal with. It's even more evident with Missile Puppies and Vanaduke. In the end, there's four results, dodge, block, cancel, or get hit. Thing is, many of the same results are achieved by Swordsmen the exact same way as a gunner would. A gunner has an edge up on dodging, where status effects are concerned, but a swordsman has an edge up on cancel and and getting hit. Yes, this may be another 'perceived imbalance', but I can't blame them for jumping on it. (see point One)

Then there's the issue of Time vs Risk. The longer you spend fighting, the more likely you'll screw up. Can a careful swordsman take less damage by killing faster? I don't know. I know a careful gunner can handle himself well safety-wise, but he loses a lot of time. What's the value of this lost time? What's the value of lost damage? Some answers are given in party mode, where the loss of damage clearly shows the gunner as the lower. A swordsman is used to less time, more damage, so the pace is picked up, so a gunner is left behind, unable to bring his safety to bear until all the other swordsmen are dead.

Lastly you've the matter you brought up yourself. A gunner comes out the door full speed, yes? False, of course, there's some difference to the speed. However, if we take it as true, what's to stop a swordsman from just picking up a gun? He's already at 'top' speed. The damage difference lost when wielding a Vog or Skolver Coat instead of gunner gear is 24%ish for swords vs 12%ish for guns, so that decision's easy, yes? You claim a gunner starts off near top power, so what's the point of using Gunner gear when you can wear Swordsman or Bomber gear and still be just about as good?

Sat, 08/13/2011 - 19:26
#32
RayND
Legacy Username
@ohgodmyhead: You make some

@ohgodmyhead: You make some excellent assessments. However, many of them are grounded on fallacious or irrelevant factors.

>as it stands, a gunner might as well leave the armor and just take the trinkets. Which was the starting argument to begin with, gunner armor sucks.

Not if you want to achieve maximum damage, you won't. If you are not currently using the Shadowsun Set, then you haven't achieved +6 DMG, so I don't know why would even bother asking for a buff to the set. Sounds to me like gunners just want an overpowered armor combo with one piece Shadowsun and two trinkets to reach +6 if that's the case. "But all the other weapons can do that too!" Remember, we're talking about guns, not swords or bombs. The devs made Shadowsun +1 for a reason. Maybe it was an oversight, or maybe they felt that knights looking to maximize handgun damage should require the extra equipment slot to get +6 because of the obvious advantages to using guns. I'm leaning towards the latter. If you want +6 handgun damage, you need to wear both pieces of the set. You're FORCED to wear both pieces of the set. If the lower bonus was intentional, that would mean the devs WANT you to be limited to that set if you want +6. Otherwise, you will have to settle for +4 or +5. Remember, if you're not currently using both pieces of the Shadowsun set, you clearly don't need the full +6 bonus in the first place.

>One is that, comparative bonus aside, players love their tokens. Basically, whether it means anything or not, gunners will want to match, point for point, the same apparent gear bonuses as any of the other players. It's not whining for more, it's wanting to feel that their gear actually does something for them. Gunner gear simply isn't that satisfying.

It doesn't matter what the players want. It sounds bad, but it's true. Many players want to be overpowered. Should the devs make certain things clearly and blatantly overpowered just to please the players? Why does armor need to match point for point? It should be obvious gunner gear is meant for gunner combos. Besides, "matching" isn't even necessary. You can mix and match and simply sit at +5 DMG to handguns. If you want +6, then you better put on that second piece of Shadowsun. It IS whining for more, because otherwise swordsmen should be able to have the same types of bonuses as demo gear. SWORDSMEN SHOULDN'T HAVE TO GIVE UP THEIR GREY OWLITE SHIELD FOR BARBAROUS THORN SHIELD AND REQUIRE OBSCENE UV'S TO MAX THEIR STATS. Swordsman gear simply isn't that satisfying because we have to satisfy +6 DMG, +6 ASI, AND +6 CTR. What, should we just be getting Med/Very High ASI/CTR on all our weapons? That sounds acceptable, right? Guess what, gunners can get +6 in all stats too, with Swiftstrike Buckler.

>Two is that, where status effects are concerned, you're simply wrong. Yes, gunners are usually several spaces away, giving them a little more room to move, but you still have multiple projectiles and leaping enemies to deal with.

Melee have to deal with these things AND melee mobs/status.

>A gunner has an edge up on dodging, where status effects are concerned, but a swordsman has an edge up on cancel and and getting hit. Yes, this may be another 'perceived imbalance', but I can't blame them for jumping on it.

No. A gunner can use their shield just as well as a swordsman can, provided their gun is not one shot per magazine or one that locks them in place to fire a barrage. In fact, a gunner with maxed stats can use the shield BETTER than a swordsman can, because the swordsman will inevitably be using Barbarous Thorn Blade unless he has both CTR Very High AND ASI Very High on all his weapons, which speaks for itself. Yes, you can blame gunners for jumping on incorrect perceptions, especially when they use them to bank on unwarranted complaints.

>Then there's the issue of Time vs Risk. The longer you spend fighting, the more likely you'll screw up. Can a careful swordsman take less damage by killing faster? I don't know. I know a careful gunner can handle himself well safety-wise, but he loses a lot of time. What's the value of this lost time? What's the value of lost damage? Some answers are given in party mode, where the loss of damage clearly shows the gunner as the lower. A swordsman is used to less time, more damage, so the pace is picked up, so a gunner is left behind, unable to bring his safety to bear until all the other swordsmen are dead.

This is what kills the melee and range balance in a lot of other games. Everyone thinks it's okay to make ranged and spellcasters equal or even a little stronger. It's not. Being melee is an inherent disadvantage. Often, it is a steep disadvantage. Being ranged is an inherent advantage. Often, it is a HUGE advantage. If you don't offset this discrepancy and attempt to treat both damage dealing styles equally, you end up with a huge imbalance. What reason would there be to go swords if guns could kill just as easily, just as quickly, and much more safely from a distance with less effort? Style? Personal preference? But assuming someone who has no preference, you cannot in your right mind recommend going melee, especially with terrible reasoning like "melee is cooler." Given equal DPS and equal survivability, ranged is better, period. In tier 3, everyone dies just as easily when they're hit. Melee might even be worse off because they have to deal with a worse shield and the hazards of close-range combat.

>Lastly you've the matter you brought up yourself. A gunner comes out the door full speed, yes? False, of course, there's some difference to the speed. However, if we take it as true, what's to stop a swordsman from just picking up a gun? He's already at 'top' speed. The damage difference lost when wielding a Vog or Skolver Coat instead of gunner gear is 24%ish for swords vs 12%ish for guns, so that decision's easy, yes? You claim a gunner starts off near top power, so what's the point of using Gunner gear when you can wear Swordsman or Bomber gear and still be just about as good?

If this were true, gunners would be using the medium ASI pieces and there would be no problem. Maybe then, they could ask for a medium ranged damage shield. That would be acceptable and I would support that. But the fact is they don't use the ASI set, and they don't ask for a DMG shield. By their own admission, ASI isn't as important as it is to a swordsman, and I don't blame them nor have I seen any discussion to the contrary. Many of the fast guns do just fine with 0 ASI. As it stands, simply wanting the Shadowsun set to match up to the others and not having to give up their shield slot for weapon bonuses is unwarranted.

Honestly, I think all this complaining is just a case of wanting +4 DMG without having to wear any trinkets. But I'm not a telepath, so I'm not going to make that accusation. Because face it, in a vacuum, if Skolver and even Mad Bomber did not exist, would you complain about Shadowsun set? Would you not wear it? I know I'd wear it, because it's a valuable source of rare damage bonus, and the only way to maximize damage. Why do you think so many swordsmen wear Barbarous Thorn Shield?

Sat, 08/13/2011 - 19:04
#33
Goldmaker's picture
Goldmaker
Really mate if you worries

Really mate if you worries about " HURRR GUNSLINGER DOES CRAPY DAMAGE BECOUSE IS MORE SAFE DURR"
Change the ASI UV for Reload speed at least...becouse ASI is just CRAP in guns, YEAH you can shoot "fast" and help to reload but the bonus i just sooo tiny.
"HURR BUT DONT FIRE ALL THE BULLETS HURR". YEAH lets make more useless my ASI bonus and Cripple my tiny amount of damage.
and really buff the shadowsun.

and other thing:
ohgodmyhead@ Yeah its funny see how Swordmaster and Bombers can use a gun a does the same amount of damage than a gunslinger with the same risk.

meanwhile a gunslinger cant use a bomb like a bomber becouse CTR HELPS ALOT and ASI in swords HELPS ALOT TOO when you wield Sealed(90% of the players) or troika.

OOO hate gunners dealt with it =(

Sat, 08/13/2011 - 19:40
#34
Tenkii's picture
Tenkii
Gunners and their very high damage sets.

Why do you feel that gunners need a very high damage bonus set?
Answer: They don't.

They want one because gun damage is generally a whole lot weaker than sword damage, just like swordsmen want attack speed because their weapon puts them in dangerous positions, and bombers want charge time reduction because they want to attack.

But like my first post, I'd just like to remind everyone that there are more than the gunner-specific sets for this purpose:

Dragon Scale gives damage bonus vs beast: Very High
Valkyrie gives damage bonus vs fiend: Very High
Deadshot gives damage bonus vs undead: Very High
Volcanic Salamander gives damage bonus vs Jelly: Very High

Now, you might mention that those are all sets that swordsmen can wear, but really, how often do you see those? Most swordsmen would rather use gear that affect their safety - and there's where Vog comes in.

IMO the above sets are pretty much gunslinger gear in disguise (minus the deadshot, obv), but theme-specific.
Guns are a pretty theme-specific branch of weapons anyway. You don't bring your Biohazard/Shadowtech to FSC, for example.

If you want to take your Supernova or Valiance around with a bonus for every strata (remember, Neutralizer's charge attacks don't get affected by damage bonuses/penalties), I guess you'd wear shadowsun and an attack trinket or something, but really, I feel more gunners take specialized guns around with them than trying to have a single gun that works for every situation (behavior more found with non-gunners, really), so why not their armor?

Now, the biggest complaint here is that well, that's a whole lot of sets - but you can pick and choose gates, right? :3
There's a lack of a gremlin bonus (though guns are pretty useful against those!), but constructs ... well, I can't speak about those - as a monster family, I'd rather not fight constructs (especially shield ones) with a gun haha.

Sat, 08/13/2011 - 19:40
#35
Guhnom
Wait a minute

So Ray, you admit that the ASI on most guns is useless (rendering nameless and justifier obsolete), and the DMG gear (shadowsun) sucks as well, but you still see no need to correct the problem because "that's how the game was made" or "I don't like the players' attitudes" and "they're asking for the wrong buff, but I know better and would just give them shields as a consolation prize".

Swords need ASI, Bombs need CTR, and guns need DMG--oops wait, no, guns need nothing, since they're ranged and are untouchable and it's so unfair if they can get decent armor too, yes sir, they certainly don't need DMG that both swords and bombs have too, nope, they should just learn to deal with it since that's how the game was made, and it was made like that for a reason, and the reason must have been really good, yes.

Essentially, none of the gunslingers' armor boosts are worth anything, (see first paragraph), but it's okay because OOO made it that way, and they've certainly never had to update/fix anything in the past, present or future, so it's fine and you should all quit whining and go home.

Hey, maybe we should all get Chaos Sets instead, right?

-edit-
@Tenlki: The problem with that is that gunslingers would need 4 different sets to match up to what Skolver and Mad Bomber offer naturally--damage High vs everything in a single set.

Sat, 08/13/2011 - 19:40
#36
Oppenheimer
@RayND Except who cares about

@RayND Except who cares about 2 measly levels of damage when you can have resists AND excellent boosts in two backup weapons? Seriously, how does that even matter?

Token: Tokens do matter. *shrug* No one can help it. That's what keeps us playing the game. A token is anything a player can perceive as a reward, and in this case, swordsmen consistently get more tokens across their various specialized gear than a bomber or gunner. Honestly, it probably wouldn't have mattered as much if they just tweaked the bonuses so the gunner received less to begin with. But now a gunner sees a massive nerf, a heavy reduction in tokens compared to others, and they don't even get an explanation. Not that OOO owes them one, but after you get hit that hard, it's nice to know why.

Status: Swordsmen have close range knockback, and their timing on attacks tends to be the same as a gunners when determining when to strike a ranged opponent. Also, I did say a careful swordsman, which doesn't get penned in any more than a gunner does. Add in the various counter balances enemies have to range, and creatures a gun is good at that a sword is not, I'd say they're fairly even in terms of mob handling, except guns could use a little more damage to ease the Risk vs Time gap.

By Cancel, I meant knockback, knockdown, an effect designed to prevent the target from dealing the effect in the first place. I'd already determined guns and swords were even on 'Shield Cancel'. The only time Shield cancel really is an issue is for swordsmen is when using a heavy weapon, which is their choice to begin with. As long as you don't go in swinging wildly, you're fine.

I'm sorry, gunners do use those pieces. Essentially, due to Reload, i see VH ASI as giving about the same DPS boost as a MED Damage boost, so the effects are more or less the same. And you would see the using it, if they felt it mattered, but generally what ASI affects a sustained fire, which due to the necessity of kiting lowers its value. Nevertheless, it's still a bonus.

As for the whole max stats thing, a swordsman already has far better charge attacks than a gunner. There's a reason the Divine Avenger has been referred to as 'the best gun in the game'. If you managed max CTR and max damage with swords, there'd be few gunners who could disagree, and that's with only maxing two of your stats. I'm not surprised the game ATM forces you to choose, you've already got the best attacks in the game.

Sat, 08/13/2011 - 20:14
#37
RayND
Legacy Username
Wow, are you that dense? Stop

Wow, are you that dense? Stop being nonsensical and maybe you wouldn't get such negative responses.

First of all, I wasn't the one that implied ASI -- and therefore, half of the gunslinger sets -- was useless. YOU, the gunslingers, did.

Second, I don't feel it should be changed because GUNSLINGERS SHOULD HAVE TO BE LIMITED TO THE SHADOWSUN SET IF THEY WANT TO GET +6 DAMAGE, just as most swordsmen are limited to Barbarous Thorn Shield, Swiftstrike Buckler, or a complete set of impossible to obtain double-UV weapons if they want to maximize ASI/DMG/CTR.

If you yourself don't see the problem of getting to keep your Grey Owlite Shield while essentially ignoring an entire stat (ASI), thereby easily stacking CTR and DMG and only needing one Very High UV to do so, then that's your own problem. At this point, even the defenses of the Shadowsun set (which still trump Mad Bomber) don't matter since shield and armor defenses are applied separately.

I don't even know how you can strawman someone THAT hard; the argument you claim that I'm making isn't even remotely recognizable at this point. I don't like you guys because I think you're wrong? I hate gunners because I think they're good? What?! For all you know I COULD BE A GUNNER AS WELL AS A SWORDSMAN. Playing devil's advocate doesn't work nearly as well when people confess to it upfront.

Since you seem to be so incapable of constructing an actual argument and insist on spouting blatant, off-topic lies about what I've said despite my in-depth rebuttals to your position, why not answer this simple question:

"Why should gunners be able to have FOUR sources of medium damage boosts when they only need to account for CTR and damage?"

"Because bombers can," is not a valid response.

Sat, 08/13/2011 - 19:46
#38
Tenkii's picture
Tenkii
Okay.

And yes, I did address the [4 sets] thing as an issue. But in reality, most people play Jelly and FSC. Two sets - and only one as a possible end-game, since FSC is played more often in tier 3.

Take a guess, between deadshot and shadowsun which gear a gunner would rather take to FSC?

and with that,
I'm gonna go back to OHKO trojans with my Valkyrie Set and Blitz needle.

hf arguing theorycraft :V

Sat, 08/13/2011 - 20:20
#39
RayND
Legacy Username
@ohgodmyhead: What nerf?

@ohgodmyhead: What nerf? Shadowsun was ALWAYS at low, unless I'm mistaken. Gunners that look at their set, then look at Skolver (which isn't even as popular as Vog Cub, go figure) or Mad Bomber and actually stop and say, "Why isn't mine that powerful?" are, to put it gently, clueless.

I took one look and said, "Low? Makes sense." And I'd still wear it. It's not like +6 is impossible to obtain, so I see no problem. If you don't have a crazy weapon then just use Swiftstrike Buckler and already you have the same stats as a sword user. Everyone makes sacrifices. Everyone.

Guns have knockback.

As a heavy sword user, I choose to be severely restricted by three separate stats, yes. You too, as a handgun user, CHOOSE TO BE RESTRICTED. If anything, your restrictions are far more lenient. You have far more wiggle room for DMG and ASI as well as elemental resistances and shield type, especially if you straight up disregard CTR, whereas I can't even max out my bonuses and am FORCED to disregard one of them as it is, even with every slot packed with medium bonuses or higher.

Sat, 08/13/2011 - 20:24
#40
Espeonage's picture
Espeonage
Seeing where the thread went,

Seeing where the thread went, I'd just like to post this so all three sides are presented, and perhaps refocus the discussion.
________

Bonus types on a Low-Moderate-High scale (benefit)

Bombs
CTR: High
- Vital, as a Bomb cannot do anything without being charged, placed and blown. This determines the Bomb's rate of deployment, greatly increases potential DPS, and overall indicates how effective the Bomber will be.
DB: Low
- Increases potential DPS, but hardly as useful in comparison to CTR.
ASI: N/A
- Does nothing at all.

Handguns
CTR: Moderate
- Most charges do not have useful utility or purpose.
DB: High
- Somewhat increases potential DPS, suffering due to the overall lower damage output of Handguns, but all-the-more making each bullet and its damage count.
ASI: Low
- It doesn't even affect the speed of bullets, only the negligible period between shots. Nigh useless.

Swords
CTR: Moderate
- Charge attacks are often very useful, ranging from knockback, to status, to projectiles. Also needed for burst damage or in situations where normal swings would be dangerous to attempt.
DB: Moderate
- Doesn't help utility and defensive aspects of melee-users. Additionally, damage from Swords is already high, so Damage Bonuses are not a necessary concern; the upside is that the damage added will be more than if the other weapon-types had a Damage Bonus.
ASI: High
- Vital, as it greatly increases potential DPS and allows for faster deploy of defensive manuevers/tactics, reducing the possibilities of receiving damage.

_______

Bombs - 2 useful bonus types, one a must, the other like a complementary topping.

Guns - 1 generally useful bonus type, which requires a lot of it due to the low base damages of the weapon-type.

Swords - 3 useful bonus types, usually only 2 being particularly coveted by players. Given that the other weapon types only have 2 bonus types that are worth obtaining at all, it's as though Swords have an extra bonus type to tap into.

Personally, the problem I see is not in the armor stats, but how bonuses affect a weapon. Bombs completely lack one of the 3, and bonuses on Guns are pathetic compared to the dynamic changes they can have on swordplay.
Rather than "why do these pale in comparison to their sword/bomb counterparts?", it should be asked, "why choose handgun-oriented sets?"

Sat, 08/13/2011 - 20:34
#41
Oppenheimer
Except we're not ignoring it,

Except we're not ignoring it, we're being denied it, or at least the bulk of its usefulness. You've been stating it just as true as THEY have, you're BOTH wrong, ASI is just difficult to judge, and questionable to use, so most just ignore it. Besides, I haven't sided with any of their comments other than the ones i support myself, I simply replied to a confrontational person who insists there isn't a problem. As represented by not only the sheer amount of gunners here who take issue with their gear, but also by the scarcity of gunners in game, obviously SOMETHING is wrong, be it gun damage, gun armor, or OOO failing to sell their gunner spec well.

Not only that, some of the pure gunners aren't ignoring it, they're using the Swiftstrike Buckler. Which is far worse than sacrificing your Owlite Shield for the Barabarous Shield. As for the Shadowsun, how does that 'Trump' the Mad Bomber Set in any way? By valuing each 2 resist and damage/ctr bonus as a single 'point', Mad Bomber at least breaks EVEN, Shadowsun's at a -3!

Answer for your question, They DON'T only have to account for that, they still get the ASI bonus, as i said before.

Now answer my question: Why do you care if the gunner is boosted? As far as i can see, it will only help all of us.

Sat, 08/13/2011 - 21:53
#42
RayND
Legacy Username
Popularity does not equate to

Popularity does not equate to power, Shadowsun trumps Bomber in the sense that a complete Shadowsun setup will have more defense while obtaining the same bonuses as a complete Mad Bomber set, and the reason I care is because I have yet to be presented a single good reason as to why this change needs to go through. You're not being denied anything; BOMBERS are the ones being denied. The only thing you're being denied is a helm or armor slot IF you so choose to go from +4 to +5-6, just like you're denied a non-handgun weapon when you choose to carry four guns. Being DENIED a +4 damage set implies you have the right to one; you don't, and you have yet to supply a reason as to why you do. If you want to argue that swords and bombs don't deserve them either, then make a new thread for that instead of misconstruing your arguments.

I'm against pointless and unwarranted buffs, and it seems like a lot of the posters here are far too naive and inexperienced to even see why and what the consequences of such things are. Let me ask you this -- and I have seen it happen before: So you buff guns because they're unpopular and "underpowered' by general consensus. They then become overpowered. Popularity peaks and the momentum leads to everyone using guns and nobody using bombs or swords. You are now in a worse place than you started. New content is released, with the fact that gunners are now the most populous majority by far and the game is thus balanced with this in mind, making every other weapon even more underpowered than guns were originally. What do you do now?

I have also yet to see people address the real root of the problem, though Espeonage has come close to touching on the subject, and that is the fundamental differences in not only the way each base weapon performs, but in the damage and speeds they deal. I'm pretty sure all the bonuses apply equal percentages of improvement, e.g. +6 sword damage or speed is the same percentile increase as +6 handgun damage or speed, but the deciding factor is not only the base weapon values, but also the devs' opinions on where gunners should be at.

If gunners are truly underpowered and it poses a problem, hopefully the devs will take notice and address the issue. Until then, there is no way I can endorse this kind of wanton crying for buffs, and I'm almost certain that a simple Shadowsun buff will not be the answer.

In fact, this entire thread is a baseless and pathetic complaint that can merely be summed up with, "Why isn't Shadowsun +2 like the other sets? I don't care for the reasons, I just want it to be so."

Sat, 08/13/2011 - 21:51
#43
Oppenheimer
A valid standpoint, and i can

A valid standpoint, and i can understand it. However, player feedback IS important to Dev decisions, so discussions like this are perfectly acceptable. My primary concern was your behaviour in the discussions. I'm sorry, but yelling at people and directing personal attacks at them are not good methods to getting people to understand.

Sat, 08/13/2011 - 21:58
#44
RayND
Legacy Username
Please point out the exact

Please point out the exact point where I insulted anyone directly and explicitly, especially in an aggravating manner and NOT in self defense. I neither flamed nor started insulting anyone; I merely pointed out why certain arguments were hypocritical and fallacious.

What you call yelling I call making up for a lack of proper forum features such as ctrl + i italics.

I refer you to post #35 before you comment any further on my "behavior."

Sat, 08/13/2011 - 22:13
#45
OverDingle
Legacy Username
Swords get their most

Swords get their most important bonus - ASI - at Very High from armor. The set that provides it also provides 2 of the most important defenses in the game as of yet - elemental and fire. Swords can also get Maximum damage bonus from armor alone if they so choose, as they're the only weapon type that has a shield that benefits them specifically. Before UVs, a swordsman can carry up to 10 points worth of bonuses

Gunners get their most impotant bonus, Damage, at Medium from armor. The set provides the least important defense in the game, piercing, and a weakness to Poison and Curse. A gunner's other option is the oft-considered useless ASI, which comes with a choice of elemental or piercing defense... but it's still useless, and if we wanted elemental defense specifically we'd actually be better off wearing Vog Cub armor. That point is crucial - some swordsman armor is better for gunners than the 'equivalent' gunners get. Before UVs, a gunner can carry up to 8 points of bonuses - if 4 of them are ASI, which we don't need. We can max out damage - at penalties to poison and curse defense, and not having elemental - but doing so would mean we need CTR as a UV; some guns, Catalyzer especially, need CTR as well. If we discount the ASI armors, we can carry 6 points of bonuses.

Bombers get their most important bonus, CTR, at High from armor. The set provides Elemental and Fire defense, again. They have the option of Medium damage, or even Very High damage and CTR, with a number of penalties. A standard volcanic demo bomber carries up to 7 points of bonus into battle, and need 10 to max everything that's useful without UVs. Bombers also have the option of far higher risk from status effects in order to carry 10 of the 12 bonus points they can get into battle, needing only a single elite module to max out their abilities; of course, having high-end UVs reduces the amount of penalties they need to take.

Now, clearly both gunners and bombers are behind swordsmen in terms of bonuses they can have, but while bombers at least get fire defense with their most useful ability, gunners only receive a medium bonus and are defensively penalized for attempting to use the only armor with a useful benefit. The poor quality of a gunner's options is likely one of the factors that makes most people give up on becoming one - and a thread complaining about it might be enough to convince OOO to change that. The weapon types should be balanced at the level of weapons, not at armor.

Sat, 08/13/2011 - 22:19
#46
RayND
Legacy Username
"Swords get their most

"Swords get their most important bonus - ASI - at Very High from armor. The set that provides it also provides 2 of the most important defenses in the game as of yet - elemental and fire. Swords can also get Maximum damage bonus from armor alone if they so choose, as they're the only weapon type that has a shield that benefits them specifically. Before UVs, a swordsman can carry up to 10 points worth of bonuses"

There is a gap in logic here. You point out the ASI set for swords as saying they get their "most important bonus" from Vog Cub, then you talk about how they have the benefit of Skolver + Barbarous Thorn and compare it to Shadowsun. Last time I checked, "increase sword damage" ≠ "attack speed increase."

You also neglect the fact that Skolver and Barbarous Thorn give piercing defense which is not the "most important defenses in the game as of yet - elemental and fire" from Vog Cub, but also -- gasp! -- the same as Shadowsun!

Before you scream about biases against you, stop being biased yourselves first, gunslingers.

Sat, 08/13/2011 - 22:23
#47
Bigfootm's picture
Bigfootm
Nameless set+2 elite Trueshot

Nameless set+2 elite Trueshot modules+UV Ctr med on guns+heat 10. Bam. Ctr very high, Asi very high, damage very high. Problem solved, graveyard plz. Ty!

Sat, 08/13/2011 - 22:26
#48
OverDingle
Legacy Username
I'm pointing out the options.

I'm pointing out the options. You're attacking me about it, instead of reading everything else I said.

I'm comparing the total number of bonuses a swordsman can have - 10 - which is the same regardless of whether they go Vog or Skolver. A swordsman that goes with Vog can actually have their choice of Maximum ASI/ V.High Damage or Maximum Damage/ V.High ASI, so it's unlikely they'll ever choose Skolver in the first place.

Swords are the only weapon type benifitted by a shield specifically - in a discussion about the comparison of armor between weapons, the Barbarous Thorn Shield is relevant.

I'll also note that I am not a gunner - I only use the Polaris, and my armor is Vog Cub. Like I mentioned in the parts of my post you apparently didn't read, it works out more beneficially to me than any of the strict gunner options, even when I'm only using my gun. I'm evaluating it from a non-biased outside view, while you're assuming that I'm not.

Sat, 08/13/2011 - 23:15
#49
RayND
Legacy Username
Note the plural at the end of

Note the plural at the end of my closing statement.

People need to stop getting so defensive when their arguments are scrutinized. Not everybody is going to sugar coat life for you, especially in a situation like this.

Despite your intentions, your post was NOT objectively worded through-out. I did read the rest, and here's a snippet from what you wrote: "gunners only receive a medium bonus and are defensively penalized for attempting to use the only armor with a useful benefit." So I guess swordsmen aren't penalized by taking up the same piercing defense when they opt for their Skolver set? It's deceptive language like this that weakens your arguments, or as you like to say, observations. When a new boss comes out that deals piercing, what will you say when all the Vog Cub users make the same kinds of observations?

"Swords are the only weapon type benifitted by a shield specifically - in a discussion about the comparison of armor between weapons, the Barbarous Thorn Shield is relevant."

I disagree, it's very relevant because of the nature of its bonus compared to Shadowsun and compared to other shields used in its place for defensive purposes.

Yeah, so you observe that swordsmen can have 10 boosts. Good for you. They require -- or get large usage out of -- 18. Gunners, by admission of everyone barring ohgodmyhead, including yourself, who favors ASI setups, only need a boost of 12. You also forgot to factor in the CTR bonus at heat level 10.

You may not like that the fact that I'm getting up in your faces about it, but it's for your own good. If you really feel gunners as a whole are underpowered, you really need to bring better arguments than this to the table. Such a weak resolve and even weaker arguments are telling of the degree to which you belief that gunners are so grossly underpowered and in need of a buff.

Sun, 08/14/2011 - 01:45
#50
Ozymandius
Legacy Username
hahaha, omg

http://xkcd.com/386/

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