DRL > Discussion

Ranking the Uniques/Artifacts (spoilers ahoy!)

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Gargulec:
Concerning the blaster- I would rather slow down it's ammo regen, (to the level on NPR, perhaps?) than nerf it's damage.

Dervis:

--- Quote from: Kornel Kisielewicz on August 04, 2009, 07:18 ---Blaster damage will be reduced to 2d4, Railgun upped to 8d8, BFG10K will be 6d6 with accuracy 4 (was 2). Revenant's Launcher upped to 7d6. How does that sound?

--- End quote ---
Blaster - Reducing the damage would be quite effective at reducing it's power however it would also make it even more boring. Playing with Blaster nowadays means you'll have to press 'f' 10+ times for every decent hp monster. Sometimes you just stand still banging the 'f' key for 15+ seconds until everything is dead.

In my opinion, one of the following would be better:
a) make it use 2 ammo per shot and reduce it's clip size to 10. (would go empty after 9 shots, would allow you to fire every other turn after going empty)
b) set damage at 4d4 and speed at 1,0. This would make it scale worse with SoaG and SoaB than it does now. This would make it a high-powered pistol with unlimited ammunition rather than a Doom device.
c) get rid of the regeneration and make it use power cells.

BFG 10k
We cannot connect hits mostly because the first hit causes knockback to the target and so for every shot after it there's nothing there.
a) I was trying to think how to make this interesting and couldn't get anywhere, so did a bit of out of box thinking. Make it a (5d5)x3 chain-fire weapon with Triggerhappy and everything. Those chainfire sprays would be something to behold.

Railgun and Revenant's changes look fine. I'm also a bit worried that the new 8d4 Assault Shotgun might be a bit overpowered, cleared HMP The Wall with it with barely any trouble.

Zi:
Sigh - I knew there was a risk my (sentimentally favorite) Blaster would be nerfed as a result of this topic.  I hope it doesn't get nerfed too much - it's such a joy to find right now.  I think the signature feature of the weapon is that you can fire without stopping, so changing or crippling its self-charging nature would simply change it into something else.  However, the reason it's overpowered is not that it doesn't require ammo, but that it fires twice as fast as everything else.  From my perspective, if the fire time was increased to 0.8s, even if everything else was kept the same, it'd actually be a TREMENDOUS nerf (perhaps 0.7s, if we still want it to remain a superior weapon).  Dervis's option b is a good idea too - turn it into a pistol with normal firing time but superior damage, and keep the ammo regeneration.  (4d4 with 1s fire time is good.)  It'd also save a bunch of pressing f, like he said.  Actually, the more I consider it, the more I like this idea.

Ammo regeneration is strange now - from what I can tell, a weapon regenerates 1 ammo for each player action that takes at least x seconds (where x ~= 0.2s?) and nothing at all if the action takes < x seconds.  So you can actually regenerate ammo more quickly if you can somehow perform actions that take very little time, but at least x (combat shotgun shell pump?).  If the ammo regeneration system is changed, then perhaps fiddling with the clip size or ammo used per shot might be a solution, but I still think the defining characteristic of the Blaster is that it never needed ammo OR waiting for ammo to recharge, and it was superior to an ordinary pistol.

BFG10k - if you want to keep the weapon with pretty much the same design as it has now, my fix is to have the first four shots do zero knockback.  I don't think "accuracy" will be the fix, the first shot knocks the initial target often out of the path of where you aimed, so the rest of the shots don't hit what you intended.

I'd consider an 8d8 railgun (perhaps 12d5 for the same average damage but less variability) - keep it mind it doesn't have any synergy with any traits.  I think this is a good change to try out, perhaps I'd want more out of the weapon before I use it, but changing it too dramatically in one version could unknowingly cause it to become too powerful.

The problem with the Revenant's launcher isn't that it doesn't have any damage advantage, but that it doesn't have any firing + reload SPEED advantage.  While one might consider "aim your blast at any tile" as a fair tradeoff for the ability to fire beyond sight (I actually prefer the latter by a lot), a single reload mod will make a regular rocket launcher more desirable.  Perhaps 1.0s firing time, 1.0s reload time would lead me to choose this over a vanilla rocket launcher when I find it.



How'd the Necroarmor get nerfed?  I hope it still self repairs and has at least 5 protection, otherwise red armors are suddenly a lot more attractive, relatively.




--- Quote from: Dervis on August 04, 2009, 05:00 ---There are situations where a med pack won't save while a phase device will. I try to carry one phase device at all times, although i admit homing phase devices are so much better. This is a decent item.

--- End quote ---
I used to carry at least three at a time so that if I teleported into a poor situation with one, I could try another one to get out of it.  But even then, I would still end up in dangerous situations more often then not.  It's true, some situations a large amount of large medpacks still won't let you escape alive, and a phase device gives you a chance, but I'd rather focus on not getting into that situation in the first place.  I used to think that phase devices were essential for when you started a new floor in the middle of a super-horde of monsters, but lately running for doors while monsters are still asleep has been working pretty well.

Dervis:

--- Quote from: Zi on August 04, 2009, 12:32 ---How'd the Necroarmor get nerfed?  I hope it still self repairs and has at least 5 protection, otherwise red armors are suddenly a lot more attractive, relatively.

--- End quote ---

The Necroarmor didn't get nerfed, the armor durability damage system has been redesigned so that armors lose durability more consistently. High protection armors suffered the most from it.

Zi:

--- Quote from: Dervis on August 04, 2009, 13:20 ---
--- Quote from: Zi on August 04, 2009, 12:32 ---How'd the Necroarmor get nerfed?  I hope it still self repairs and has at least 5 protection, otherwise red armors are suddenly a lot more attractive, relatively.

--- End quote ---

The Necroarmor didn't get nerfed, the armor durability damage system has been redesigned so that armors lose durability more consistently. High protection armors suffered the most from it.

--- End quote ---
Ah, I see.  Sigh - everything about the new version punishes the way I play.  I already regularly get all my armor disintegrated off my doomguy's body, and now it'll disintegrate even faster?  Chainguns don't fire as many bullets but still do the same amount of damage?  No cateye?  I'll definitely have to get the new version for the empty-space-firing tweak, though, really looking forward to that.  There's also 1 particular master trait I look forward to playing with, from the leaks I've observed, the others don't seem like as much of a boost as I would like given the wide swath of traits they disallow.

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