I am here today to stress a balance issue here, so just listen and see with your ears.
Overall, despite how much others may object, the three weapon types are all fairly balanced in their own respect.
Swords) + High damage, reliable interrupt.
- must be close to your target, *may affect your ability to move freely while attacking.
Guns) + Allows damage to be dealt at range, allows the user to keep a safe distance, and concentrate on dodging incoming projectiles
- fairly low damage, may slow (or halt*) your movement while firing, requires a reload for firing a full clip within (X time).
Bombs) + Creates an area of effect within the blast radius affecting multiple enemies, weapon type offers most utility options, sexy.
- Less effective when mobs are few, does not benefit significantly from ASI, limited to charge-attack-only, punishes you for trying to put away a bomb early, has to wait a fuse time before detonation, visually disruptive to party members.
Now, as most of you should agree, bombs have the metaphorical short stick when it comes to innate attributes. Out of all the numerous ways you could possibly balance things out for bombs, I believe the most simple and logical course of action would be to implement a way for bombs to get benefit from ASI. Typically, this should affect the fuse time of the bomb after placement. I know this is a drastic change to deal with, and slightly uncomfortable for some, but after some getting used to, I think that it could work just fine. (maybe then add bomb ASI low to each piece of merc demo? just a thought)
All in all, I think that giving bombs the same chance to be better as the other weapon types should bring them on par in their own niche, and be a considerable sidearm for hybrid players. Thanks for listening, this has probably been suggested more than once before~
Feedback is appreciated, thanks.
One idea I remember seeing (which might have come from myself, it was an indefinably long time ago in a galaxy far away) for bombs was a new bonus as a replacement for attack speed on bombs: after-effect duration extension. This applies to all bombs that do something other than the initial detonation: Vaporizer clouds, Graviton/Electron suction, Seerus bomb spin time, and for the new shard bombs decreasing the time between the initial detonation to the shards popping. The biggest problem with this is its complete lack of benefit for Blast lines and Barrage line.
A couple simple ideas many have kicked around and left bleeding on the street are fuse time reduction and radius increase. If they want to be able to say they gave bombers something without digging deep. Like quitters.