Maka.Bones Posted July 24, 2019 Author Share Posted July 24, 2019 (edited) 6 minutes ago, (PS4)IIFrost_GhostII said: I know you said if... You dropped the "if" out from your quotation, so I wasn't sure you understood how I meant it. Basically my argument is that people are *already* flocking towards "overpowered" weapons. So adding minor "weapon handling" buffs via a "skill progression" or "weapon use progression" isn't going to make people focus anymore on those weapons (since it wouldn't be *as significant* for those weapons, and people are already gravitating to them) but it would open up more options for other weapons that normally get overlooked. It would give us more options to make "mediocre" weapons, into "great" weapons. I don't see how a negative is required for this, since these "mediocre" weapons already have negatives, and its a buff we need to earn. I'll read the rest of what you said later. Edited July 24, 2019 by Maka.Bones Link to comment Share on other sites More sharing options...
(PSN)Frost_Nephilim Posted July 24, 2019 Share Posted July 24, 2019 (edited) 29 minutes ago, Maka.Bones said: I don't see how a negative is required for this, since these "mediocre" weapons already have negatives, and its a buff we need to earn I followed and understood you all the way up to here. The "required" (id prefer to say "desired") negative you speak of has already been met. Of course you wont need even more negatives to justify the buff change in the scenario youre speaking of. I truely hope you havent thought that thats what ive been trying to tell you, you could have saved yourself from all this wasted time if you just believe me when i said that i was not talking about weapon handling, jeez. You have enough negatives sufficent for a request for a buff. Well, ignoring the games negatives as a whole of course. But the rest of what you said is possibly right and easy to understand. My view on the weapon handling topic is that its not something i find worthy of prioritizing amongst other things, not that its a bad idea (i feel like ive said this a lot now). Edited July 24, 2019 by (PS4)IIFrost_GhostII Link to comment Share on other sites More sharing options...
Maka.Bones Posted July 24, 2019 Author Share Posted July 24, 2019 (edited) 5 hours ago, (PS4)IIFrost_GhostII said: I followed and understood you all the way up to here. The "required" (id prefer to say "desired") negative you speak of has already been met. Of course you wont need even more negatives to justify the buff change in the scenario youre speaking of. I truely hope you havent thought that thats what ive been trying to tell you, you could have saved yourself from all this wasted time if you just believe me when i said that i was not talking about weapon handling, jeez. You have enough negatives sufficent for a request for a buff. Well, ignoring the games negatives as a whole of course. But the rest of what you said is possibly right and easy to understand. My view on the weapon handling topic is that its not something i find worthy of prioritizing amongst other things, not that its a bad idea (i feel like ive said this a lot now). Yeah I honestly thought that's what you've been trying to say this entire time lol. That explains a lot now; honest apologies for the confusion. Well the reason I do see it as essential (almost necessary), is because of the historically consistent use/reliance of "meta" gear, and the constant need/requirement for DE to rebalance" or buff weaker weapons to keep up with new content (like they did recently.... last year I think). But I in no way believe, or desire that this should take priority over already existing developments like melee 3.0 or empyrean... just that they should consider this, and keep it in mind along with future content they continue to develop / are currently developing. Adding a weapon paragon/skill/progression system (and possibly arcanes for regular weapons) would honestly circumvent many of these "rebalancing/buffing" issues, or necessity to mass modify weapon stats every few years (as the game evolves, and they add new content) while encouraging weapon diversity and not requiring a direct nerf to all the other "great" or popular weapons. This constant need for "rebalance" will continue to persist as they add new content, which mod customization cannot overcome/circumvent by itself (like with kitguns/zaws/modular archwings/modular primary weapons/gamemodes/new maps and enemies). Mods alone can't overcome this, because any build we use for "weak weapon A" can also already be used for a similar & better "strong weapon A". Which is why I see this as an integral "infrastructure" development for the continual lifespan of other unique and less popular weapons--future weapons will also need something, that isn't just "boost the stats" if they want to compete for viability, and this would help. The idea is that early/weaker weapons wouldn't inherently/immediately be super strong, but through skill progression we could make these less popular weapons to be as strong/viable (or able to compete) as the more popular and easily strong weapons (after considering a final combination of practice / skill / specialization / mods / upgrades / weapon arcanes). This might require for DE to make new weapon classification trees, and re-classify some weapons (like the plasmor/zarr,opticor) in different sub-categories so that they can better fine-tune the skill/weapon progression benefits and avoid accidently "over-buffing" some stronger weapons. The goal is not to take away fun from other players, but to add new avenues of different ways to have fun with more weapons... without the player feeling like they *need* to use the meta for that specific task (as they're progressing more into the game) like the stereotypical lanka/opticor/rubico for an eidolon hunt. Or an ignis wraith/plasmor/catchmoon for ESO/Exterminate/Void runs. A subtle system like this could have a large impact on weaker weapons, without largely/overly buffing the already strong weapons *too much* since they're already optimized in some of those ways. That's another reason why this is focusing on weapon handling and not on the outright damage output--since damage output would mostly benefit the "already popular" weapons. (though changing the character/nature/AoE of the projectiles somehow, could also be an interesting idea/dynamic... but that might have a more 'gamebreaking' dynamic than just providing slight subtle buffs to "accuracy, reload speed, recoil, atk speed" so projectile-based changes, and other more damage-oriented changes, should probably be kept strictly to specialized mods/arcanes/powers) This is not meant to replace mods, but to supplement/enhance things that mods alone can't completely fill in the gap for. This would encourage more weapon/mod diversity. Edited July 24, 2019 by Maka.Bones 1 Link to comment Share on other sites More sharing options...
Maka.Bones Posted July 24, 2019 Author Share Posted July 24, 2019 (edited) If DE is interested in the but wants more a more detailed/concrete example I'd happy to create a more structured and detailed concept for them to work with (for free ofc since it's just feedback... probably won't be fancy though, unless they specify the format they want it in). I won't feel butthurt/upset if they change/alter anything i've suggested lol Edited July 24, 2019 by Maka.Bones Link to comment Share on other sites More sharing options...
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