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Upcoming Changes to 'Shard Bombs' discussion thread

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Mon, 07/02/2012 - 10:48
#101
Rangerwillx's picture
Rangerwillx
@Metagenic

How do you know that? How do you know EXACTLY how the bomb will work before you've even seen it?
Honestly, I'm curious. I want to see the new version on the test server first.
Also, Atrumvindex, (The-Trial) that's been said :p
And, honestly, Meta, they really hate bombers, especially when new bombs are coming in the game. /sarcasm off
¬_¬

Mon, 07/02/2012 - 11:30
#102
Toastnaut's picture
Toastnaut
I'll come out and say it

I'm not just looking forward to the new mechanic for bad/new bombs. I'm looking forward to trying a revamped RSS as well.

YES, being able to one-shot things with a clever bomb plant is cool. I've done FSC with it, I've done wolver dens with it, I've even done Deconstruction Zones with it. I've done many levels with it, with every enemy type. It got old. It is too powerful (and in other ways not that useful.) This is a four star bomb that is decently effective against everything without using any normal damage, and extremely powerful against other things. Yes, it is TOO POWERFUL how it is now.
(Before anyone tries to refute this information, I'm looking at data tables I've been gathering since November and most pure non-normal weapons are doing about 1/6 or at MOST 1/5 as much damage to enemies they are weak against compared to enemies they are strong against. RSS is doing pretty consistently 50% as much damage to Jellies and Gremlins as it is doing to Undead - never mind fiends with the built in bonus.)

It's also a pain for your party in rooms with switches because it's near impossible to control all of the shards so they don't hit a switch WAY out of sight.

I haven't seen it in action yet with the new change, so I will reserve judgement until I see how much damage it does, how much knockback it has, what the charge times are like (I'm hoping RSS doesn't change, and ISB gets a **** of a lot faster,) and the overall usefulness of this. We don't even know how many shards will break off, how far they go, how randomly they spread... or much of anything aside from what it does now, and ROUGHLY what it will be doing later.

I have an RSS (with a decent UV,) and I like my RSS.
HOWEVER: so far, no one's been given a reason to freak out, get upset, or start petitioning against a change. All we've been given is a polite warning of what's coming so that we aren't all freaked out and people don't start flipping tables when the change happens (even though we all know it will still happen.)

Mon, 07/02/2012 - 11:59
#103
Trying's picture
Trying

Did anyone read my second post at all?

Mon, 07/02/2012 - 14:23
#104
Zeddy's picture
Zeddy
I'm looking at data tables

I'm looking at data tables I've been gathering since November and most pure non-normal weapons

pure non-normal weapons

RSS is a split weapon. For gremlins the piercing has the exact same effect as normal damage and for slimes the elemental has that effect. It's not even all that powerful; It doesn't kill hordes of undead as fast as a Divine Avenger does, nor a Trojan as fast as a Blitz Needle.

I don't even care about the power of it, and suck at Lockdown with it too so I don't bring it there. I want to keep RSS because it's the single most fun mechanic Spiral Knights has. OOO is removing what makes this game the most entertaining for me, and I'd rather they didn't.

Mon, 07/02/2012 - 14:27
#105
Guanchi's picture
Guanchi
espero que este cambio no nos juegue en contra

soy bombardero uso mucho la sun shardas es nuestra bomba mas rapida y funcional que tenemos en los mecanismos y ld espero que el cambio no sea para morir mas rapido ,pero dare chanse y vere que ventajas y desventajas tendra . en ld la sun shadrs es el equivalente a la florius o gran faus esas te matan de 2 golpes y espero que las bombas casi hagan lo mismo aa y que al cargar un ataque no te interunpa la carga sino estamos mal.

Mon, 07/02/2012 - 18:39
#106
Allunova
Toastnaut, RSS is only

Toastnaut,

RSS is only decently good vs turrets and constructs. It is only amazing vs zombies and ONLY zombies. Nitronome is a better choice for pretty much everything else. What keeps RSS in the fold is that its unique attack gives it capabilities that nitro lacks such as multi-hit (which in most cases nitro is still the better choice) and long range sniping.

The only thing that makes RSS APPEAR to be overpowered is that it is currently really really really good vs zombies and FSC (The only worthwhile tier 3 content) is essentially NOTHING BUT zombies. RSS is not the problem. FSC is currently a joke, especially for bombers with nitronome/RSS/shivermist.

RSS in pvp is mostly good for its range (which is a vital counter to polaris spam) and its dual special damage which allows it to score around 80%+ of its maximum damage vs most targets. In order to do well with it, one of three things need to be present: Stupid strikers, meatshield teammates or a really clever bomber. Otherwise, you will just get killed by any decent gun user if you try to spam. With all this it still has competition from nitronomes and haze bombs in turns of effectiveness.

TL;DR RSS is not overpowered (it fills an important niche for bombers) , FSC is a joke (which is the only worthwhile endgame level), Striker noobs whine that blinding charging at a RSS bomber doesn't instantly get them a kill.

The 'new' RSS sounds like another nitronome that will either render the current nitronome useless or just suck and drive bombers to only use nitronome.

Variety over consistency Nick. Do not eliminate AN ENTIRE bomber playstyle because it is not consistent with those "rules" (coughPolariscough) that you should have set in stone during beta (now it honestly feels like an excuse). Swordies have heavy,calibur,cutter, and flourish styles which all cover a certain useful niche. Gunners have blaster alchemer, magnus, autogun, pulsar and antigua, all useful niches. Bombers will soon only have two useful niches, nitronome and status haze bomb.

New bombs? I am not going to instantly assume they are new niches of bombs and not just status/damage variants of nitronome or haze bomb.

Everyone, please consider what I have said and simply ask for RSS to stay the same while a new bomb gets the new attack mechanics.

Mon, 07/02/2012 - 20:56
#107
Metagenic's picture
Metagenic
@Rangerwill

It sounds like they're making the RSS into a cluster bomb of some sort. That means:

- No oneshotting anything anymore, even if you have full bomb buffs from armor and trinkets and the enemy steps right onto the bomb
- No more quick kills on Trojans
- No more sniping turrets
- Might become just as annoying in a team as the Nitronome
- No use in Lockdown (because explosions will be a lot easier to avoid than direct impact shards)

Mon, 07/02/2012 - 21:05
#108
Alynn's picture
Alynn
Moo~~

@Metagenic

No oneshotting anything anymore, even if you have full bomb buffs from armor and trinkets and the enemy steps right onto the bomb
I dont see why that would be a problem. Bombs are meant to deal dmg over a large area, not 1-shot an enemy.

No use in Lockdown (because explosions will be a lot easier to avoid than direct impact shards)
You can't know that for sure

Mon, 07/02/2012 - 21:27
#109
Metagenic's picture
Metagenic
@Alynn

- Oneshotting things with the Radiant Sun Shards is a playstyle many bombers are accustomed to, and this change is going to take that away.

- It'll be no use in Lockdown for the same reason that Dark Retribution and Nitronome aren't much use in Lockdown. Because people will see the blast radius and step aside.

Mon, 07/02/2012 - 22:28
#110
Sppw's picture
Sppw
@Allunova WRONG RSS is

@Allunova WRONG RSS is AMAZING against fiends dont disregard the fiend bonus

I peronally don't like the change as I become another Sucka trying to get huge dmg with no skolver in lockdown.
My undead killing basically becomes 80% Voltedge 18% gigawatt pulsar the other 2% is others
Fiends become hellishly hard.
Please dont change it OOO

Sppw is sad

¬ Sppw

Mon, 07/02/2012 - 23:47
#111
Capt-Chopper's picture
Capt-Chopper
Prepared to be STUNNED

@Alynn

If certain guns and swords can oneshot enemies in a single charge I don't see why its so wrong when a bomb does it, its not like it is oneshotting multiple enemies at once. The game would be boring if all weapons operated strictly based on their class.

Tue, 07/03/2012 - 01:23
#112
Toastnaut's picture
Toastnaut
@allunova

Nope, it is reasonably effective against everything, against fiends and undead it's just that much more effective. I wouldn't have tried using it against gremlins, or slimes (which are neutral/weak) to its damage types, but getting damage values for the wiki, I had to.

In doing this, I found that it is EXTREMELY effective against them if you are strategic about how you place your bombs. Like I said above, it only does half as much damage to them as it does to undead, which is is strong against (and quite powerful.) This is mainly (but not only) because of the fact that you can get several hits with one detonation against a target. Its damage is also just unusually high for something that launches 8 projectiles and has a small detonation area.

If you want to compare it to the Nitronome, against Gremlins and Jellies, each detonation is doing about 60% as much damage as a nitro blast, depending on depth (it's less in tier 1, but as you go deeper down the gap closes a bit more.) If you get just two hits on one target, you've already done more damage than a Nitro can to it in one blast. So no, if you are placing your bombs well, Nitro is only more effective if you can get many enemies in the blast. Even then, we're talking about enemies that RSS is the worst against; it does more damage still to everything else.

-----

If everyone didn't assume that Change = Nerf, there'd be a lot less freaking out and whining about upcoming changes. (I don't mean to say that everyone who's said anything negative is whining, but there are some...) Nick has said that they intend to keep it as powerful as it is, but adjusting damage values to reflect the new dynamic.
Until we see what the change is, lets assume that it is just as "effective" against things as it is now, but will work differently.

If we all complain about a change before we see it, and we're wrong, we just look like idiots and complainers. If we wait and see, and keep an open mind and do/don't like it, then we can tell OOO what we think of it, and we'll be much more credible than if we complain now and then go "see!? I told you so." after the fact. This is because after all of the complaining, everyone is tired of hearing it by the time you're proven right, if you even are.
Being a "stick in the mud" about something, without having all of the information, even if you end up being right, just makes you look obstinate at best after the fact.

@Zeddy, yes I know that neutral damage types are the same as normal damage against enemies, it's still a fully non-normal bomb. This means that it does funny things with damage numbers, but it's not fully neutral against anything except for drones. Interestingly, when I was gathering damage values for the split damage antigua lines, I found that there was a big difference between the damage they were doing to drones, and the things they were both strong and weak to with their damage types. With the RSS, the damage values for drones and "strong/weak" enemies is VERY close, it doesn't take much of a hit against beasts and constructs for having a weak damage type against them (on some depths it is stronger than neutral damage.)

@Metagenic Lots of players were accustomed to beating FSC through various exploits that have been gradually patched out of the game. Fixing those exploits took that out of the game, but that doesn't make those patches a bad thing.
This isn't exactly the same as an exploit per se, but I think that Nick and the Dev team have made it pretty clear that how it's being used isn't how it's intended. Just because people are using it that way and will have to learn how to play the game more how it was meant to be played by the people who made it... doesn't really seem like cause for upset.
Just because they won't have something they're accustomed to, doesn't make it a bad thing. It just means they'll have to learn to do without it.

Tue, 07/03/2012 - 01:31
#113
Vagueabond's picture
Vagueabond
@Allunova: No, the Nitronome

@Allunova:

No, the Nitronome isn't a reasonable replacement, for two reasons.

1) The RSS is unobtrusive. You can easily use it without worrying about sword- and gun-using party members being unable to see. The Nitronome (as well as many other bombs) doesn't do this; it accordingly suffers in parties.

2) The RSS has no to limited knockback. I can't speak for everyone, but I know there are many bombers who, like me, hate knockback in a general sense. It means you have to work harder to corral all the enemies, and that setting up multiple shots becomes much more dependent on random chance.

The RSS (and DBB, to some extent) are my favoured weapons for those two reasons - they don't mess with other knights' attacks, nor do they mess with your subsequent ones. We need more low-knockback bombs, not less.

Tue, 07/03/2012 - 03:42
#114
Zeddy's picture
Zeddy
@Toastnaut

This has only been said everywhere, so I can see why you've missed it but no one wants to stop the new bomb from coming into existence. Since the current RSS and the new RSS have completely opposing areas of utility we want the new RSS to be a new bomb altogether rather than replacing the current one.

The thing about your argument with the damage towards gremlins and such is that the damage dealt per shard has nothing to do with completely altering the bomb's mechanic. Just alter the damage so it deals neutral damage to neutral targets and puny damage to resistant targets. I wouldn't care about that.

Did the split Antiguas even exist anymore when drones were introduced?

Tue, 07/03/2012 - 05:38
#115
Murex's picture
Murex
Ahh...

Ah... This is going to hit me hard. No more pure bomb runs I guess. No more sniping turrets and pulsar dudes. :[

Now, the thing that I like about RSS in pvp is that there's no rings to show where it is going to hurt. So people don't dodge, unlike those other bombs. Strikers just fly over them. If the new clusterbomb style didn't show when they're going to set off then I'll be more open to this idea. Or better yet, all bombs don't show their radii/set off ring to the enemies (only in pvp).

I'm not so sure about the Shard lines having knockback. The reason I like them is that they don't have those. Yes, I really hope this new cluster style bombs didn't turn into another blast bomb.

Don't get me wrong. This clusterbomb idea is neat, it's just that can't we have both fragmentation and cluster bomb style in this game?

Tue, 07/03/2012 - 07:26
#116
Toastnaut's picture
Toastnaut
@ Zeddy

I haven't missed what people are saying they want at all, however unrealistic it may be.

Nick has said that they're changing the shard bombs to bring them closer to what they intended them to be: a bomb that spreads out to do damage over a wide area instead of in a single blast area, not a tiny point of death to lure monster onto.
I don't know where in anything I said you got that I thought people wanted to prevent this new mechanic from being released.
Regardless of what I've said, as much as people want it, I haven't seen it said anywhere by anyone who affects changes to the game that there is consideration to keep the current shard bomb mechanic and just bring in something new as well.
Personally, I do my best to ignore people who want to try to force their way with insufficient information; petitions to stop, or alter changes that haven't been made yet just seems foolish and short-sighted to me.
If the bombs get changed, and everyone hates them, THEN I could see cause to start a thread discussing ways to improve things, or to revert the changes.

The damage VS weak targets though, has everything to do with altering the mechanic. In one hit, the damage the RSS does to a gremlin is rather poor. Being able to easily hit one gremlin between 2 and 9 times with a detonation as it is now (or being able to hit a tight cluster of 3-4 of them between 4 and 6 times each in one detonation, or any variation) is what makes this current bomb overpowered in some situations.
With a cluster bomb mechanic that they've announced, I'll go ahead and assume that none of the clusters will overlap (as everyone moaning about how much less damage they'll be doing is assuming.) If this is the case, the damage output of the bomb will be more similar to the mechanics of other weapons in the game in terms of being good against things their damage type is strong against, and poor against things they are weak against.
If the clusters' detonations do overlap, it'll probably still do more damage than most blast style bombs, even against weak targets.

The specific problem with the bomb as it is (and I mean this as it seems to be from OOO's perspective of what's intended with the bomb VS how it's beings used) seems to have less to do with what kind of damage it's doing, and more to do with how many hits it's scoring against individual targets.
Besides, suggesting that fixing the damage and leaving the mechanic is not a solution.

If the original post that Nick made said that they would be reducing the damage of the RSS in order to balance how powerful it is when it hits one, or a few targets many times at once, people would probably be even fussier than they are now.

I'm trying my best not to be sarcastic here: Yes, the split damage antigua lines were still around when drones were introduced. That's how I got charts of the damage values against them for neutral damage for the Silversix and Blackhawk...

I do strongly agree with Vaguabond's concern though, about knockback. One of the reasons why I use the RSS is the lack of knockback, and range that it has to hit distant targets without screwing up my team.
I'm hoping that the clusters spread a good distance, that the spread of the shards before they explode is at least as far as a Nitronome blast.
I'm also hoping that the knockback is either very small, or that the way that the clusters spread knocks things mostly inwards, making this bomb fun and reasonably easy to chain attacks without having to corral enemies into a corner somewhere to keep from scattering them.

TBH, I saw the post above from one player saying they were surprised there was so much negativity in this thread, and so few people excited for the change, and new content. Based partly on that, and partly on frustrating seeing everyone jumping on the +1 bandwagon without even knowing what's coming, I stuck my neck out and posted my opinion, and information that I knew wasn't the most popular to try to stimulate some intelligent discussion instead of just more "Hurr, this is bad because I like my RSS and I am scared of change." (Not that that reflects every post that's not in favor of the change... but that sentiment seems far too prevalent.)
The fact that Nick came on and made a rare post about upcoming content (including new weapons) and everyone has gotten so hung up on changes that are coming to the RSS without even knowing how they'll work is pretty sad. People SHOULD be excited that we're getting the kind of update that many players complain is lacking daily, and make big dramating "leaving game" threads over. Instead we get a big mess of people trying to dump all over the work that OOO is doing on their game without even knowing more than the basics.

Tue, 07/03/2012 - 07:54
#117
Metagenic's picture
Metagenic
@Toastnaut

This isn't exactly the same as an exploit per se, but I think that Nick and the Dev team have made it pretty clear that how it's being used isn't how it's intended. Just because people are using it that way and will have to learn how to play the game more how it was meant to be played by the people who made it... doesn't really seem like cause for upset.

Let's look at another example then: Gears of War, a popular third-person shooter game on the Xbox 360. When it was first released, it was supposed to be a tactical shooter based on slow-paced attrition, featuring a well-designed cover system, high amounts of health per player, and various weapons for different combat situations. Then some people realized how effective the shotgun could be and started using it as their signature weapon. Now, Gears of War's multiplayer has become fast-paced, hectic close-quarters shotgun warfare. The developers obviously never intended for the game to be played like that, but that's how people play it today.

You see, as a developer you might be a figurative god, but you can't dictate the way people want to play your game. Just because they're using a playstyle that wasn't intended to be in the game, doesn't mean that you can use drastic methods like this to force them to change to the way YOU want them to play.

Tue, 07/03/2012 - 08:21
#118
Toastnaut's picture
Toastnaut
Yup, absolutely

And if the guys behind Gears of War decided to change the shotgun to alter game play, that would be their right.

Since it's been left alone, evidently it's not such a high priority.
In this case, it seems the shard bombs are pretty far in practice from what OOO wanted them to be, since they're getting a pretty significant change to alter how they work.
They certainly don't have to alter things to control game play, but who's to say that they can't, or shouldn't?
If the changes suck, lets complain then. For now we have been warned they're coming, so lets keep an open mind and see how they work when it's done.

Tue, 07/03/2012 - 10:28
#119
Golfdinger's picture
Golfdinger
@Toastnaut Screw how the devs

@Toastnaut

Screw how the devs think the game should be played. Forcing players into a preconceived playstyle because it's what was intended comes off as arrogent and makes the game boring. It's like trying to remove rocket jumping from Quake just because it wasn't intended.

Tue, 07/03/2012 - 11:42
#120
Yukarie's picture
Yukarie
@Toastnaut

The last two games I remember where the devs inflicted how they thought the game should be played on the players was Final Fantasy XI and Super Smash Brothers Brawl. At least on the Brawl front, how well do you think the competitive community for that game is doing in comparison to the community they had for SSBM?

tl;dr; I agree with Golfdinger on the devs shouldn't force how the game should be played on the players.

Tue, 07/03/2012 - 11:54
#121
Spadger's picture
Spadger
Dangit, OOO. There's no need

Dangit, OOO. There's no need to remove the current designs. Just add the new designs as new Crystal Bomb lines, and all is well.

Tue, 07/03/2012 - 17:37
#122
Zeddy's picture
Zeddy
@Toastnaut

That was a good post; there's not much I can refute in it. Is the RSS really that powerful, though? Maybe I just never got to be good enough with it but my take on it is as such:

-If you try really hard you can one-shot-kill a skelly or something with an RSS charge. It does a good job against a handful of skellies, too. I've never used these swords but from observation I'd be surprised if you couldn't kill more skellies faster, or at least equally, using Brandishes or Avenger.
-It's decent against devilites, although they dodge the shots a lot. Most swords kill devilites faster while Calahan will kill them faster and safer.
-If you prepare it in advance and expect it, you can use RSS against greavers, hopefully killing them fast. Swords and Calahan does this easier. I think the new RSS might not suck against them so hopefully a pure bomber won't be screwed against this enemy.
-If you try really hard you can two-shot a Trojan with RSS (it gets easier if you use a voltaic or shivermist to aid with it but then that's not really a two-shot). I guess if you try extremely hard you can get the Trojan exactly on the RSS and one-shot him as well. I've never managed to do this, and it's pretty much only feasible while having the Trojan charge right at you. Meanwhile, one-shotting Trojans with Blitz Needle is something everyone and their mothers can do.
-You can one-shot a Crusader with RSS in a small enough party or maybe with enough damage boost, and it's not very hard to do if it's just one or two of them and nothing else. I haven't found it as effective as Polaris in LoA.
-If you try really hard you can make an RSS charge do the damage of maybe two entire Calibur swipes to a few slimes or gremlin. I've found it mostly useful against gremlins because they keep dodging the projectiles and thus don't attack me as often. Against a large amount of these types of enemies it's still outperformed by most neutral or strong 4* weapons.
-It's decent against constructs and beasts. There's a far better bomb for beasts in large numbers (which is also amazing against everything but jellies and constructs) and they're still killed faster or equally fast by neutral swords.
-It's the best bomb ever to break crystals with! Maybe even faster than swords and guns!
-You can hit switches that are pretty far away with it provided the switch can be accessed in one of the eight directions. It's also easy to hit multiple switches and just bork everything up though.

It's not more powerful than anything, it's just pretty versatile.

Tue, 07/03/2012 - 17:39
#123
Obsidious's picture
Obsidious
I'll share some thoughts

So while it seems there obviously some people that are understandable, I'm actually gonna side with Toastnaut on this and say WAIT. Still, as a seasoned bomber, I'd actually like to explore on a few points of his; specificly, the power capabilities of RSS.

Now the current bombs in general all have very clearly defined, singular purposes for the most part, and this is remaining in terms that all bombs are area-of-effect: Nitronome for general, all purpose damage, DBB for general piercing damage and no knockback; Vortex bombs for suction crowd-control, mist bombs for status spread, etc. All of these bombs excel at certain aspects, with some mild flexibility on the end to a degree (DBB being also good for soft body monsters like gremlins).

Now let's take a look at RSS. On the surface, the bombs does look like it supposed to hit multiple targets very off, such as gun puppies (And supposedly fiends), which should be a decent flexibility for the bomb to have. Except that the bomb also seems to excel at close quarters, being a ranged weapon and possibly a singular DPS device (And a very quick one at that), and in the right hands, being able to one-shot things, especially trojans. Did I miss anything? Granted, RSS is actually a bomb I really don't use often, but I know enough of how it's generally used to have a good (I'll explain later why I don't use it often). Point being, it's kinda good at too many things, though this isn't incredibly obvious for a variety of reasons, one being the subtle skill required for it.

Also, just so we're clear: what's mainly going to get removed is the ability to spike monsters, and in a lighter way, to use it as gun. With that said, the bomb, and I assuming this, will still have a long range spread ability for the most part, unless there blocks or walls in the ways (This also may make the bomb effective in tight space, because if all the shards are stopped and landed against them...). At this point, it really comes down to how exactly the shards will be implemented (Fuse, radius, etc). It does make me wonder, though, if the shards will also go over gaps, or at least certain gaps with a gun puppy on the other side?

With that all said and done, Nick did state that new bombs are on the way, and those could also fill in certain gaps, such low to no knockback, and something being a bit more spammy for pure bombers (I.E. bombers with ONLY bombs); and if anything, those bombs may excel at their task more than RSS, making certain favored aspects a bit redundant.

Regarding PvP in LD, I agree with Murex that the bombs signature need to change, as the timing rings makes it WAY to easy for strikers to know when it's good to jump, hit, and jump out. One idea is that the bombs timer and radius is replaced with more noticable red flash, or at least an animation that midly donates an enemy bomb and a general radius, but is vague enough that you don't know the exact kill zone. This way, strikers will have to play caution. Maybe even take out the timer too.

As for me, personally, I'm very excited about this new change. As I've said before, I'm a bomber, and while I do have an RSS, I haven't used it in AGES. The reason being is that really doesn't match my kind of play style; I might be considered the "black sheep" of bombers, but the shard style bomb has never clicked; they've, I dunno, always felt to spammy for my personal taste. I general prefer getting the job done with 2-3 bomb placements, even within a party, or at least look for the best spot to place a Nitro; that takes practice. I like to get a lot of bang out of my buck. But with RSS probably becoming AoE, I'm actually itching to try this.

Buuuut, I suppose that's my personal play style.

Tue, 07/03/2012 - 19:21
#124
Sky-Hawk
VERY skeptical about this change.

Before I begin my wall of text, here's a fun fact about the RSS: it is only 1 of 2 purely offensive bombs that create elemental damage (the other being the electron vortex line.)

---

Being a bomber in Lockdown frequently, I have an RSS in my arsenal. I've also found this bomb to be useful in taking out T3 howlitzers. But I've never seen any "meaty" damage as Nick is saying without damage bonuses (in my case from full mad bomber.)

I think what's going on here, though, is the classic catering to one group of players..

Ever notice how many strikers complain about RSS being overpowered? Ever notice how many strikers you see in a lockdown game? It's a theory, but I have a feeling it's a classic example of a game design company catering to their primary audience. :P (And trust me, I've seen this happen in other games.)

Three rings, I ask that you please atleast give it a trial period. If nobody approves of the new "cluster-bomb" mechanics, put it on a new bomb-line and keep the RSS in their old way.

Last note, here's some food for thought..

Most guns act like bombs, some even act like an RSS. Alchemers make a giant split shot/ricochet. There's also the pulsar line, which is essentially a bomb gun. Swords in some cases do more than a bomb can. The brandish line is a prime example with causing strong status effects per explosion (that has an OP damage honestly.) Why is it wrong that the RSS can at most take out an enemy that more often than not a single blitz needle charge can do 10x easier?

Tue, 07/03/2012 - 20:40
#125
Shennynerd's picture
Shennynerd
tl;dr thread I just wanna

tl;dr thread

I just wanna know if this is going to make full bombers have a harder time against trojans, cause the current RSS is all we really have against those.

Tue, 07/03/2012 - 21:20
#126
Serell's picture
Serell
the change MIGHT make it better in pve

But from the way nick has described it so far, its really not gonna be as great in pvp. RSS is the only thing that makes me fear bombers.

Wed, 07/04/2012 - 06:09
#127
Zeddy's picture
Zeddy
@Sky-Hawk Electron Vortex

@Sky-Hawk
Electron Vortex isn't a remotely offensive bomb. The new Radiant Sun Cluster will probably be a viable DPS bomb against elemental targets.

@Shennynerd
I'm not so worried about Trojans, honestly. Sure, RSS can kill them quickly, but you can still kill them safely using Nitronome, Dark Briar Barrage or any haze bomb (the detonation time makes it easy to lure their backs into the blast). Not particularily fast, but very safe.

I'm a lot more worried about what a pure bomber will do in Lockdown and against turrets. I'm even more worried about losing the most fun mechanic the game has.

Wed, 07/04/2012 - 14:33
#128
Sky-Hawk
@Zeddy Maybe, but not the

@Zeddy
Maybe, but not the part that damage types may be getting tweaked to "better suit" their intended purpose.. Which may mean another piercing bomb. :/ And how isn't the electron vortex offensive? It's impractical, sure. But it has an AoE and an explosion. :P

But also I'm worried that this'll severely deflate the LD bomber. It's the only weapon that can compete with those toothpicks or even guns without it being a death wish. :/ DBB does a good job from time to time, but can't compare with the RSS against that often polars (BOMB GUN! >:c) spamming freak. :/

Wed, 07/04/2012 - 15:51
#129
Xbladebreak
----

Much more appreciated if ALL the reasons for the changes were listed, that way we can actually get on the same page for why a change is actually NEEDED or NOT needed. So far, I've only seen that they're arguing that the bomb doesn't function like a bomb.

Also, what's with description of swords?
"guns fire bullets, bombs create areas of damage, and swords do a mix of the two"
Swords fire bullets and create areas of damage? =-=l| or something like that? @.@l| Well, there you have it winmillion >_>

Now, for the crystal bomb line not being "bomb-like." Define "bomb-like." If you are comparing bombs in real life, there's enough similiarlities to argue that it is bomb-like (as someone said before). More damage closer to explosion, shrapnel damage. Oh, and for those that are going to say that you can't use bombs in real life as "guns," or at least aim shrapnel that comes from the explosion, you're just living in your own little bubble on what you want to believe is true. If you spend the time calculating and testing everything, it should indeed be possible to have the shrapnel fly in a certain pattern, thus meaning you can get the missles to hit something you are targeting. This would apply more to a bomb you make yourself (though I highly advise you not to do that, which should be more or less obvious, and I haven't done it myself as it's dangerous and I'm too lazy to try among other reasons).

On creating "areas of damage," arguably all of the weapons do that, even guns. So, would you like to go through all those guns and fix them all to the notion that they mainly fire bullets instead of creating areas of damage? Change them all so they all behave more like Antigua's normal attack? I don't think so. Arguably, shards as it is now does what it was intended to do- create areas of damage. Sure there are bits that fly then explode at impact, but they're still creating those "areas of damage." Moving them around, spreading them out or bringing them closer together so they all overlap doesn't change that.

CLEARLY, they are not giving us all the reasons why they're making the change- there's not enough good arguments. Hopefully, they have better reasons, and they probably do. Quite likely, they're not going to talk about some reasons because it's in their own personal interest not to (ideas/thoughts that are pretty easy to point out their major flaws within a few seconds glance).

As for PvP- RSS is OP? only when you run over them while they're exploding. Calculate the chances of that occuring. 1- against a gunner, 2- against a swordsman, 3- against a bomber. Chances are, the only people you can even possibly to get that multiple hit on are the swordsmen rushing at the bomber or the rare opposing bomber or gunner that tries for a close, upfront confrontation. For those swordsmen? If they'd even spend the time to pay attention to where bombs are placed, very low chance of them running over and getting hit x5~8 times. How often do I manage to pull off one of those multi-hit kills? 0~2 times a match with fairly low chances of it being higher, with my damage being in the 3~4k's only on average in Tier 3 LD. Compare THAT to a swordsman that deals 10K+ per match. The only thing that RSS might need a change for to maybe be a little more aligned with the other bombs is a more visible marking for its explosion.

For PvE- RSS is OP? I'll agree that it is EXTREMELY versatile, maybe even a little TOO useful. It's strong against fiends and zombies, can deal decent damage on Kats (if it even HITS =_= ), Deals with gremlins with passable effectiveness although it deals less damage, also kills slimes passably aside from jelly turrent things, snipes puppies fairly well, decently strong against constructs and wolvers and hits switches/ranged things. But, when you compare damage, it's really NOT THAT STRONG. Now, someone has mentioned that it can kill zombies in 1 charge. That's some 6~8 hits on one enemy. If you compare it to other bombs, that's a LOT of damage on ONE enemy, and I EMPHASIZE "ONE." Chances are, there will be a LOT more enemies than just ONE, so while RSS will be dealing a large amount of damage to a few (say, 1~3?) enemies, those other bombs will be dealing one hit to a lot more enemies. Say, there's a crowd of 10 enemies? 10 hits at moderately higher damage. 15 enemies? 15 hits. Shards... a group of 2~3 getting hit at near max, with maybe a few hits more. Totaling maybe 20~24? max? (Not sure about the number, someone should calculate/find out an actual amount, it seems a little too high.) If you can even get up that high WITHOUT DYING. Both of those are RARE circumstances, and if you max out total damage each bomb can do in possible but rare large masses, the damage should be more or less close. For the absolute MAX for circumstances that aren't found in-game (because of lack of mobs and their movement patterns), the large AoE bombs would deal more total damage due to more hits throughout the whole mass.

Now, for more common circumstances that you can find to compare damage... Voltaic Tempest on large groups of enemies VS RSS. Which do you think would kill faster? Against slimes in Jelly King palace? Plasma Capacitor gets rid of whole groups fairly safely compared to RSS. RSS dealing lots of damage on slimes despite it being weak against them? Worthless. There's better options. I could kill at least x3 rounds of the same slimes with Capacitor before I finished with 1 group using shards. Against zombies? If the group is large enough, Voltaic Tempest. The whole group is more or less dead at the same time, taking maybe around the same time it takes to clear with shards. It might even be faster, as you have less chance of getting hit by attacks from the shock status. High DPS with shards? For large groups, there's definately better options. For killing single zombies? Theres other weapons that do just as well, and likely even better.

Also, with how shards can be used to hit ranged objects, that's also a drawback in itself as you hit something you don't want (switches). If there is a complaint on how it is too useful, there's your argument on how it requires some planning to make full use of it. If there's the complaint on how it keeps hitting multiple switches, then there's the simple remedy of thinking before using it >_>;

As for breaking mineral deposits, shards don't break them any faster than guns or swords. Guns and swords break those somewhat faster as there's charge time required for shards. Take away shards and the only bomb that breaks deposits decently is from expansion, or the rare circumstance that there are a few mobs around them to break using Capacitor. Seems the "new bomb" would still break things decently fast though.

For the update changing the explosions. There seems like there will be a LOT of trouble, no matter how they do it. Switch out the bomb and there'll be trouble. Make a new bomb and there'll still be other problems with its whole explosion thing. While I might agree partially with the "you won't see until you try" thought; most cases, people that have enough info/data can simulate situations with fair enough accuracy to "know" the outcome. And I'm fairly sure that there's enough info out there to more or less take a good guess on what's the outcome is going to be.

On a side note, I would like to see how the idea of scattering charges play out. Just not by substituting an already existing weapon though.

Wed, 07/04/2012 - 16:37
#130
Zeddy's picture
Zeddy
A shard-shaped hole in my heart

@Sky-Hawk
I actually think we'll see the RSS changed into pure elemental and the ISB to pure shadow. (Or possibly normal.) If you think about it, the removal of the shard-mechanic means that piercing wouldn't even make sense anymore and we've only been asking for elemental and shadow DPS bombs forever. (Dark Retribution being behind a paywall meaning some people don't find that shadow isn't adequately covered). I know RSS has the fiend bonus and I can't be as sure what'll happen to those. I have a hunch the enemy-specific bonuses will be removed.

Vortex isn't offensive because the time between each explosion is too long to kill anything in a reasonable time. It's an excellent bomb for helping other people kill things very, very fast and you could argue that makes it offensive but I think that just makes it supportive.

@Xbladebreak
Actually, there is no way to hit enemies in Lockdown with more than one shard at a time due to invincibility frames. Said frames make a lot of weapons useless in Lockdown.

I agree otherwise. It's a very handy, versatile, pretty powerful tool if you're skilled and willing to take some huge risks, but everything it does can be done better with other weapons.

Sat, 07/07/2012 - 19:40
#131
Roarr's picture
Roarr
after seeing many comments

after seeing many comments about this change, i can conclude most of us dont like this change.

However, the maker decides to not have a firm grasp on his reasoning behind this change, so there isnt much we can say here to change his mind.......as a result i guess we have to keep an open mind to compensate others' stubbornness. it is quite sad how we cant have a democracy when it comes to changes.

Sat, 07/07/2012 - 23:36
#132
Sky-Hawk
@Roarr

In the game-design industry (especially Online MMO) companies tend to ignore their customers. :P this is likely a change meant to help their precious striker army in lockdown. :P Think about it, how many bombers are there in respect to strikers? they can afford to lose a few bombers, but imagine the uproar if they nerfed the toothpicks and/or the polaris? They'd be risking their paycheck with that. :P

Likely, what's going to happen is this (and in this order too):
The RSS get changed, the (bomber) community uprises, the swordsman community downtalks the bombers and cheers for the change, and the developers explain the uselessness of the update in a way that makes it sound like they're heroes...

... I've seen it happen with another MMO (which is why I left it,) but I hope that Three Rings is a different kind of MMO company. :/

Sun, 07/08/2012 - 01:54
#133
Bzzts
...

Why in this game do they choose to "rebalance" already useable items, which people have learned to adapt to such as this shard bomb series and the AP and Sentenza instead of creating NEW items with the proposed changes.

People are complaining about the lack of content because of these rebalances instead of new weapons, and peoples play styles are being ruined.

Sun, 07/08/2012 - 02:49
#134
Toastnaut's picture
Toastnaut
Lets back this truck up

This thread doesn't indicate any majority opinion. It's a simple fact that people are more likely to chime in about something if they are unhappy with it than if they are happy, and are very unlikely to chime in at all if they are indifferent.

This thread indicates, if anything that the most vocal people are unhappy with the change. That's hardly news, since anyone could have told us that it would be the case before the thread had two replies.

The forum isn't the only source of feedback that OOO gets, either, just the most public one.
Not reverting or reconsidering a change because there's lots of complaining about it, isn't "ignoring players."

Now it may BE that it's a majority that dislikes this change, but this thread doesn't indicate anything like that. It's a voluntary discussion, not a random polling of players.

TBH, it's very unlikely that this change is being made to give an advantage to any certain class in Lockdown, and depending how this bomb works, it could be VERY dangerous in there. If the shards split off and explode as soon as they stop, rather than stopping and then counting down again like a normal bomb... you won't have to be directly hit by a shard to get hit by it. If that's the case, it will be far BETTER in LD, not worse.

Besides, it's not like OOO has to justify changes. It was nice that they explained it to us though. What is/isn't bomb-like for what they intend for the game is up to them, and subject to lots of interpretation. I don't think Polaris is very gun-like, but lots of players might disagree. They're entitled to their opinions, just as I am mine. When it comes to design elements, the only opinion that ultimately matters is the one belonging to the guys who're coding the game.

Sun, 07/08/2012 - 09:41
#135
Allunova
@Toasternut OOO already tried

@Toasternut

OOO already tried to change RSS once. People posted their opinions in the discussion thread and OOO ended up backing off changing RSS to full pierce. I honestly hope that we can get through to OOO again that dedicated bombers (the only users of shard bombs) do not like this change.

The opinion that matters most is the satisfaction of the playerbase WHO PAYS OOO to keep SK going. It is unfortunate that bombers are most likely a paying minority and many probably play solo. I have seen plenty of skolvers with UVs that could only be acquired within a reasonable time span if they payed enough real money to get them. I have seen little or none of the same for bombers.

The main argument we are trying to get to OOO is that the new mechanics that they are planning for shard bombs should just go on a new bomb altogether with shard bombs left alone with the exception of getting 5* variants. The fact that they are NOT doing this from the start indicates one of two things: OOO wants to experiment and WILL listen to us : OR : OOO is doing this to effectively Nerf shard bombs by taking away sniping/multi-hit capability and will NOT listen to us.

I can only hope that OOO will give us a chance to test this in the preview server and listen to our feedback.

Sun, 07/08/2012 - 14:48
#136
Orangeo's picture
Orangeo
I have a question Nick;Is it

I have a question Nick;

Is it a blast cube? I mean mechanicaly?

(Also, you should do this to the heavy deconstructor line and just make the sun shards projectiles start firing at a range so you can't multihit. I'll admit it's close range capabilitys need a nerf.)

Sun, 07/08/2012 - 15:17
#137
Yirumi's picture
Yirumi
The bombs have feelings too

Have you guys (developers and bomb users alike) ever considered the BOMB's feelings about this huge change? I doubt many shrapnel bombs would like to turn into a nuke... wait... maybe they would... moving on. Seriously the RSS and ISB are fine in the way they function as is. It's over-used by bombers in LD for a reason, being it's the the simplest viable method for pure bombers to kill people. While the update will supposedly include new bombs, I doubt it would include anything similar to the current shard bombs. Why kill off one of the only bombs that gave us variety in utility when we can keep this line and simply add a new one? I have a feeling this update will dissuade people from using this line of bomb rather than attracting fans. I don't think the bombs appreciate you devs given them a plain, boring school uniform to wear. I certainly wouldn't. BOMBS HAVE FEELINGS TOO >:O

Good idea about getting rid of ISB's piercing damage though

Sun, 07/08/2012 - 18:59
#138
Toastnaut's picture
Toastnaut
@Allunova

You are mistaken about the "attempted change" to Sun Shards before, and the "requests" that players have for the change, or at least what they mean.

OOO didn't "try to change" the shard bombs before. They posted a potential change on the test server for players to try, and see if people liked them.
Even though they were upfront at the time, that they were just playing with ideas for us to try to fix the bomb, a lot of people flipped out, assumed that they were planning to introduce these changes without getting feedback (even though it was on the TEST SERVER - DUH,) and posted a lot of rage about it.

At the same time, they got a lot of good feedback about what was bad about the idea of changing it to pure piercing, mainly because it turned the bomb into a pure fiend killer, that fiends still dodged really well.

I remember at the time (as one of the people on the test server, and someone who was posting feedback about other things for them) that I was impressed that OOO seemed to be able to sift through all of the rage and silliness and pick out the important parts: Damage change didn't improve the bomb; it wasn't any better against dodgy fiends; and introducing weapon changes on the test server freaks some players out who seem to forget what TEST SERVER means.

I remember Nick's final reply in the threads about that where he said simply that they "know what they're going to do with shard bombs in the future." Those may not have been the exact words, but I am certain it's a very close paraphrase.

Yeah, players are asking OOO to keep the shard bombs mechanic. They might still, I can't say.
However, they've made it pretty clear that their plan isn't to make more new bombs and have shard bombs as well, and that this new mechanic they're planning is something that they have in mind SPECIFICALLY to replace the shard bomb mechanic.
When this thread was posted, I was happy to see that the idea that they seemed to come up with when they tested the damage change on the test server, and it wasn't forgotten.

This new mechanic is probably something they've been internally testing, and have had in mind SINCE the damage test on the test server before, when Nick said he knew what they were going to do about these weapons then.

Yeah, lets beg and plead for them to throw all the work and planning they've done on these bombs since... November? October? in the trash, because we think we know better without seeing it.
Come on, really?

Sun, 07/08/2012 - 19:39
#139
The-Ark's picture
The-Ark
I found (what I think is) the

I found (what I think is) the shape of the 5* Shard bombs in Spiral Spy.

Take a look if you got SS.

Sun, 07/08/2012 - 22:29
#140
Sky-Hawk
@Toastnaut

Before you go on your rant to the people voicing their opinion on this big change, here's a little food for though. :P

You seem to be thinking the game design world is able to take months of time on a single few weapons in a game, hmm? The thing is that this hasn't been happening since November, likely it's been analyzed and made into concept in that time, but no MMO company that I know would spend so much time on such a nebulous change. And if you think this has nothing to do with lockdown, then you're deadly wrong. :p A change like this happens from multiple points of a game, but more from the central core (money-maker) of the game.

... How many people use RSS (well) in the clockworks? Not too many. :P A small handful of bombers know how to use it right. (I'm not one of them XD).

But how often do you see an RSS spammer in lockdown that causes toothpick spammers to rage? Way more often.

The point is that the RSS aren't even close to damaging as nick claims, especially in lockdown. It took me mad bomber just to scratch the overpowered sword-holders.

But here's what worries me: if they do another blast mechanic akin to the Nitronome (large explosions, dangerous knockback, and screen-shaking,) the RSS will be another graveyard-status weapon in the bomber's arsenal. (And let's face it, there's the Deconstructer, the Irontech, the Big Angry Bomb... that leaves the Dark Briar Barrage, Nitronome, and RSS as the only feasible offensive bombs currently.) And sure, there's haze effect bombs, but when are we going to be able to do some damage to enemies with that on a solo run without spending hours killing one wave of enemies?

I think you're trying to stand up to he ragers and people who are whining. But think about this: how many people are mostly or pure bombers? :P

Edit:

By "ignore" in my previous post, I meant (more or less) when the players are either: A: Right about something, or B: Too much feedback to handle with their busy schedules. :P

Sun, 07/08/2012 - 23:27
#141
Toastnaut's picture
Toastnaut
*sigh*

Come on now, just because I posted a lot of text, doesn't make it a rant. I'm very well aware that I tend to post "walls of text" that's why I'm very careful to break my posts up, and to explain individual points in a succinct way. There are plenty of rants around, but that wasn't one of them.
I'm just as entitled to voice MY opinion, as they are, however a few of them are treading into "tin foil hat territory" suggesting that this change is being done specifically to cause some players trouble in LD, and things like that.

Don't put words in my mouth, though. I said what I meant, but you are reading into it and taking a different meaning from it.

I didn't say that all that OOO has been working on in these months is a "few weapon changes." I said that they've had them in mind for that long, and have worked on them. On the other hand, you have no way of knowing how long they've toyed with these changes, tweaked them, and thought about them. We know that they were hinted at in some form months ago, and now they're coming up. So yeah, in some way or another, over that time they've worked on them. My point wasn't that they've spent all of their time on this, but they've obviously put some serious thought into it. It's not a last minute change going on here.

I also didn't say that it has nothing to do with lockdown. I said that I think it's unreasonable to suggest that the change is being made specifically because of/for lockdown. I stand by that.

I use RSS in the clockworks (I don't play LD, mostly because of all of the ragers and kiddies who're just there to ruin it for other people, tbh. I don't find it much fun.)
When I have played LD, the weapons that have caused me (and others, that I've seen) the most grief has been Polaris used in excess near a team's starting point. You don't see OOO rushing to change that to stop players from playing that way. You don't see them rushing to change how piercing swords work, those certainly cause more grief for players in LD than shard bombs.
So yeah, the bomb change will affect LD, but it's not being done because of it.

It's well past proven that RSS is as damaging as Nick had suggested (but I don't think he's actually said.) We discussed much earlier in this thread, the overkill of damage that it does when it scores 6-9 hits on one enemy in the clockworks. That doesn't work in LD, but it is a problem in the mechanic of the bomb that was put in the game to cause a spread effect, that's instead being used (very effectively) as a single point massive damage weapon.

I strongly doubt that the shard bombs are going to become a "graveyard-status" weapon in a bomber's arsenal.
However from your mention to specific bombs in reference to that problem with some less useful/party interfering bombs, you obviously don't have much experience with them. I actually own an Irontech Destroyer, and even though it's pretty bad, it doesn't cause lots of trouble for your party. It isn't horrible for shaking the screen, it doesn't have a big blast, and it doesn't have much knockback, compared to others. In terms of how it moves things around, it's more close to what swords can do.
I also know others, and do myself extensively use haze bombs on solo runs to do excessive damage to things. If I'm bombing solo, I almost always bring a Venom Veiler because of the massive damage output of that bomb when you get some healers (especially in Danger Rooms in tier 3.)

You can conjecture all you want about why I'm posting here, it would be easier to stop putting words into my mouth, misunderstanding what I posted pretty clearly (whether that was intentional or not,) and you could just ask if you really are that confused about what I said.

I have enough bombs that I can, and do often run pure bomber loadouts. I have at least a few friends who only own one or two swords or guns as backups, and I've discussed this patch with them a bit, and mostly they're curious, not mad. As far as offensive bombing goes, most often I take my Dark Retribution, a haze bomb, and either Nitro or DBB for full-on offensive bombing. Mostly, I use the DR because it actually does the most damage in the least amount of time to a bunch of enemies.
When I'm using just bombs, I know how to use the RSS, but I usually leave it behind because it's more annoying than useful for anything except FSC. It makes enemies dodge, and even though it does loads of damage, it's high risk for high reward for how close you have to dance around things to place it right. If I'm not solo, and running as an offensive bomber, I take a haze bomb, DR, and Irontech because of the lower knockback.

I'm one of the players who will be affected by this change in a way other than getting hit by stray shards in LD less (boo hoo) and only to a very small extent am I "standing up to ragers." I'm far more interested in providing some perspective and intelligent thought to those who're actually trying to discuss the threads and pour some water on some of the mindless rage fires, and poke some holes in the conjecture and assumptions that some players are so quick to repeat and prolong, rather than think for themselves.

Mostly, I'm tired of people who see a small change, or even a large one and jump to idiotic conclusions that the changes are being made to wreck things for people, or other big conspiracies, rather than what we're told they're for.

OOO isn't here to wreck things that people like about the game, even if that happens for some players, that's not their goal. Their game makes them money, and they will make more by IMPROVING it, not by mindlessly ignoring feedback and doing things to piss players off.

Speaking of food for thought, please read more carefully next time, and stop trying to draw different conclusions from what someone is saying just because they don't agree with you.

Sun, 07/08/2012 - 23:47
#142
Sky-Hawk
Well..

I'll just leave it at that, then. :P you have your opinion, I have my own.

Mon, 07/09/2012 - 05:41
#143
Zeddy's picture
Zeddy
@Toastnaut

By not bringing RSS with you most places you agree it's not overpowered.

Tue, 07/10/2012 - 15:40
#144
Rm-Anami's picture
Rm-Anami
Arguments...

In case people are like "tl,dr", I gathered some arguments FOR and AGAINST the change

FOR
- Shards are not bomb-like, they don't "feel" like bombs. (Semi-subjective)
- The shard was intended to spread out and damage over a large area. (Fact)
- The RSS is too overpowered, both in PvE and PvP. (Subjective)
- The new cluster-like shards will increase the AoE damage on PvE. (Fact/Unknown, due to lack of information)

AGAINST
- Point-blank sharding with RSS is a high-risk/reward technique that requires skill, and would be eliminated with this patch. (Semi-subjective)
- The current shard bombs are versatile weapons able to perform duties of a gun and deal damage very well. (Fact)
- The cluster-like shards would make the RSS useless against single enemies. (Fact)
- The cluster-like shards would make the RSS useless on PvP (Subjective/Unknown)
- The cluster-like shards would be a new Nitronome (Hated by anyone in a party who is not a bomber) (Semi-subjective/Unknown)
- The RSS is very fun to use (Subjective)
- The shrapnel-like shards are, unlike Blast Bomb line, unobtrusive for other party members, due to no knockbak and no huge blast animation. (Fact)

I've summarized the "FOR" part a lot, since many arguments were too similar. I tried to be as impartial as possible, but I still got more stuff against the changes >_<
Please forgive me if I forgot anything, I'm just a box...
Derp

Tue, 07/10/2012 - 16:50
#145
Lukehandkooler's picture
Lukehandkooler
@

I really hope the change does turn out ok, however I am against it and I believe it bears repeating that its not necessarily the change Im against, its the premise thats calling for it. earlier I stated...

ITT:

1) Its acceptable for swords to emulate bombs *and* guns while remaining swords.

2) Bombs may emulate neither even though they dont have a non-charge attack.

3) Guns may emulate bombs to a lesser degree but not swords.

Swords. If swords were barbie SK would be a barbie world full of barbie girls. They have it all! A excellent regular attack and a wide array of charges capable of both good AoE and generous range.

Guns. Very well balanced. A plentiful amount of styles of regular attacks and charges. They offer a very versatile play style capable of fulfilling both AoE and single target dps.

Bombs. Dont even have a non-charge attack. As someone mentioned earlier the skin and circle is a huge penalty in PvP, hur dur dont stand in the fire. Shield canceling with a bomb is awkward at best and certain schools of damage have quite limited options esp for a F2P player. Both other types of weaponry have a better diversity in options for building defense along with superior range and as stated before, are more fluid at shield canceling/bumping. In a lot of scenarios sword/gunnies can wipe entire packs with their reg attacks before a bomber can get his licks in, taking away the only weapon a bomber has without severely limited range gimps their sense of accomplishment and usefulness in many situations.

I can only believe that there has to be some ulterior motive for the change. With all the variety presented in swords and guns it just stands out as odd to take the only bomb I know of that doesnt follow the rule of "heres where my predictable size damage is going to occur unless you move before this conveniently visible timer finishes" and make changes that werent exactly cried out for by the masses.

~Luke

Tue, 07/10/2012 - 21:28
#146
Toastnaut's picture
Toastnaut
@zeddy

No, that's a stupid argument.

If I only took the most powerful weapons with me everywhere, I would not have the gear that I have, nor would I use the weapons that I do, which I find fun.

Unlike many players, I don't aim to use the most powerful gear everywhere, nor did anyone say that RSS is the most overpowered weapon, just that it is.

I don't take it everywhere with me, because I'm bored of it. Other things are more fun to use. After one-shotting enemies of every kind at every depth with it (to exaggerate things very slightly,) other things are more fun.

Wed, 07/11/2012 - 04:16
#147
Zeddy's picture
Zeddy
@Toastnaut

Oh, I thought you didn't bring RSS because "but I usually leave it behind because it's more annoying than useful for anything except FSC."

Since, you know, that was what you said.

Wed, 07/11/2012 - 05:06
#148
Toastnaut's picture
Toastnaut
Yup

It's powerful, annoying (because it hits ALL of the switches in rooms with them, mainly) and the novelty of what it does got old.

Get over it, dude. I don't know what your problem is, but I don't really care either.

I don't know who you mean to win over by finding ways to make it look like something I said contradicts something else.

Wed, 07/11/2012 - 07:38
#149
Zeddy's picture
Zeddy
@Toastnaut

I simply mean to find out whether you think RSS is overpowered or not worth using. I suggest you seek out a chill pill dispenser.

Wed, 07/11/2012 - 18:57
#150
Sky-Hawk
Might I ask...

...When is this update going to happen? :/ Is it going to be before or after the new danger mission?

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