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New Alchemer Line Idea

11 replies [Last post]
Tue, 06/26/2012 - 13:27
Captainofskaia

Okay guys, now i'm submitting in the right place: So i had an idea for a new Alchemer line, which would do piercing damage with a chance to poison. The model would be a palette-swap of the shadowtech line, with the 5* having a green cloud surrounding it, similar to the umbra driver's purple/pink cloud. The piercing damage would be the same DPS as the status-effect elemental alchemers. My guild and I brainstormed the names, and this is what we came up with:

2* Venomtech Alchemer
3* Venomtech Alchemer MKII
4* Venom Driver
5* Corrosion Driver

The Descriptions would be:
2*: A High Tech Alchemical Sidearm that fires acidic bullets, which pierce armor, and split on impact.
3*: A High Tech Alchemical Sidearm that fires extremely acidic bullets at an increased rate, which pierce armor, and split on impact.
4*: A High Tech Alchemical Sidearm that fires powerful, acidic bullets, which pierce armor, and split multiple times on impact.
5*: The Acid of this Driver can take any victim for a trip. (or something like that)

Tell me what you think, and if it is possible
--
The Captain

Tue, 06/26/2012 - 13:44
#1
Demonicsothe's picture
Demonicsothe
Ahem. Please go to your first

Ahem.

Please go to your first thread in the arsenal forum, and edit your original post. You can move threads between sub forums this way. Not leaving a ghost thread behind is preferable too. You can move either this one or the other one to graveyard, and one to suggestions.

Tue, 06/26/2012 - 14:29
#2
Captainofskaia
RE:

Done. What do you think about the idea?

Tue, 06/26/2012 - 15:19
#3
Luguiru's picture
Luguiru
Honk

Poison is a heavily passive support based status. Element Alchemers and Brandish lines are based on active statuses. Notice how there is no stun Alchemer/Brandish.

More here.

Tue, 06/26/2012 - 15:48
#4
Captainofskaia
RE:

I was focusing more on the piercing damage capability than the poison, with the poison as just an added bonus, actually. Although, I will say that as an alchemer main, I usually find myself in a support position, actually.

EDIT: I am ignoring the honk. Brings back bad memories having to do with my moirail.

Tue, 06/26/2012 - 15:48
#5
Vincey's picture
Vincey
8D

make it so! :D
pewpewpewpewpewpewpew

Tue, 06/26/2012 - 16:14
#6
Luguiru's picture
Luguiru
More honk

I have no problem with a gun which may inflict poison and has pierce damage. My raw steak is with the recycled weapon mechanic. We already have five kinds of Alchemer, why not have something new?

I ought to explain the basics of a few of the statusesuses. Fire is obviously offense based, dealing consistent damage for its duration without significantly inhibiting the opponent or their abilities. Fire is active because the effect does something without any other sources of effects, such as another status or being attacked; the status can be independently useful. Freeze is essentially the opposite of fire in tactical use, immobilizing the afflicted for its duration and damaging if the effect is allowed to stay without being thawed or interfered with while preventing turning or moving out of place, yet is still considered active because it does not need another status or anything else to be effective. Freeze can still damage without the afflicted being attacked. Shock is a hybrid between fire and freeze lacking some points of either. It deals consistent damage for its duration similar to fire, during which the afflicted is subject to a spasm which interrupts whatever the target was doing (attack, movement, etc.), and is also active because it may work independently. These three statuses are affiliated to an Alchemer and Brandish line as active statuses which do not significantly overpower each other yet maintain active utility from the status alone, not counting the attack ability of the weapon. Vaporizers have very very minor utility as an offensive weapon without the status. With all weapons, having the ability to inflict a status counterbalances offensive use. The more status, the less attack damage. Compare Nitronome to Voltaic. On one side you have spammable damage, on the other you have a lot of shocking ability. Is one sometimes better than the other depending on the scenario? Yes. Does this apply to all weapon types? Yes, some weapons are more useful for their status than the weapon mechanic. However, Vaporizers are designed for active and passive support utility since Stagger and Venom exist. Keep in mind no other bomb which upgrades beyond 1* inflicts a status unless it is a Vaporizer. This is entirely intentional. Unless Electron still has shock, though the damage seems to have been scaled to Graviton and the details of shock have been removed. For guns and swords, however, we have a different issue: both already have options for poison and stun, the two passive support statuses. Dread Venom, Sudaruska, Rigadoon, Biohazard, Callahan, Plague Needle; we have these already. Notice how Sudaruska is a giant cleaver/claymore/wet-yourself-size sword and fittingly has the chance to inflict stun. Now imagine giving an Alchemer that ability. What. Now imagine the "assassin" weapon, Dread Venom, designed to sneak up behind something and vomit a few slashes in its buttocks before running away. Now imagine the up-front-and-obvious Alchemer inflicting poison. What. With Vaporizers it makes sense because the weapon depends on the status to be useful, unless you can rely on the unreliable damage radius and rate to time.

Internet: take one dosage regularly.

Tue, 06/26/2012 - 16:23
#7
Captainofskaia
RE:

So you are afraid that having a pierce/poison alchemer would destroy the balance of the game, making gunners ridiculously overpowered?

Tue, 06/26/2012 - 16:36
#8
Luguiru's picture
Luguiru
Hurr

The point of reading a response is reading it.

It would be unfitting.

Tue, 06/26/2012 - 17:01
#9
Captainofskaia
The point

That you are missing, is that I am not focusing on the poison aspect. You are focusing entirely on the poison aspect. I was discussing with a few other players regarding specifically how you would logically make a piercing alchemer, given that alchemers use "chemicals", rather than bullets (stemmed off of a conversation stating that hail driver probably uses liquid nitrogen, etc.) Anyhow, it came out that an interesting way to have a "piercing" alchemer, would be to fill it with extremely corrosive acids. It only follows as an afterthought that there would probably be a poison effect, or at least something of the sort as a side-effect of the extreme acidity. A curse effect under any other name would serve the same purpose. That's the point.

Tue, 06/26/2012 - 19:03
#10
Elpeo-Kasshu's picture
Elpeo-Kasshu
Well, looks like you forget

Alchemers have 5 different varients, a 6th one with the same firing speed and clip size is boring and unimaginative.

Tue, 06/26/2012 - 19:23
#11
Juances's picture
Juances
~

Besides being uniftting. I can imagine the name 'alchemer' related to elements and dark energy. But piercing is something more 'physical'.
Most sources of pierce damage in the game come in the form of some sharp thingies, not magik bouncy balls.

I know it's a game and all, not 100% realistic, but we should follow some logic.

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