Work In Progress: Weapon Mastery (Updated)

Discussion in 'Concluded' started by Spytle, Feb 26, 2014.

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  1. Warlan New Player

    I actually have no problem with a tank becoming a DPS that draws aggro. It would make more sense to have a Superman type of character going toe to toe with the big bad boss. You know, trading blows, using powers. Pretty much anything other than holding block for an hour...

    But I'd also like to see a 'healer' become a DPS that heals.

    And a troller that DPS's but controls the battlefield...

    And a DPS that also contributes to healing, tanking, or trolling depending on their powerset. ;)

    You know...so that we're all like SUPERHEROS rather than 2-3 Superheros (DPSers) and the rest a bunch of sidekicks. Does anyone WANT to be Robin? Don't we all want to be BATMAN?
    • Like x 8
  2. TrueOlympus New Player

    Will we be getting the complete list of combos? I'm pretty sure the community can suggest cool combos(within the pre-determined linked weapons of course). I think Brawling Uppercut > Two-Handed Over Head Smash would be downright Badass.

    Not sure if that's a pre-deteremined weapon chain. Can the Devs post the spreadsheet maybe
  3. jpharrah1010 Steadfast Player

    This is what I want most of all I'm not asking for top damage but to be able to fight while in he bosses face.

    I wouldn't mind the idea let weapon attacks draw the Aggro and have a new home turf mod that as long as a tank maintains a combo of weapon damage his health and defense stats areas high as when he's holding block I saiid this a lot during the last few months .... This would make tanking so much more fun... You'd also be able to counter a boss more often making it better on the group

    It just seems like this is what a comic book tank should be not irritate the bear ( boss) and tuck and cover while he hits you
  4. LastSonOfEarth Committed Player

    While WM seems ok, and I understand why it was chosen (particularly when it comes to the business logic of reusing assets like already existing weapon animations) - I'm not sure it's the best 'fix.' For instance, what would happen if instead (for balance purposes) we made all dps powers only buff weapon attacks for the next 5 seconds (and maybe one power attack?) Of course an npc balance pass would be needed, and you'd have to come up with something new for the player package, but wouldn't that be an easier way of slowing combat and lag and button inputs and at the same time fix the current "trollers have to recharge every cool down" mentality? (Hope to get an answer, since wip was pitched as a way for us to interact and as a way for players who care to have an impact on the games future.) As someone who easily spends $65 a month on this game, I certainly care - probably a little too much. :)
  5. ApolloMystique New Player

    Y not let the ginal blow heal for as much as it hit? Or give instand power for half of the amout it hit?
  6. CCBatson Dedicated Player

    Spytle, I've been checking on and off for more back-and-forth feedback, but haven't seen much absorption and reply yet on your guys end, any more new ideas or counter-suggestions being prepared for the WM Support Bonuses?

    It'd be nice to see if there's any revisions to heal bonuses for example, since most people seem to agree that bonus restoration would not only be redundant, but actively encourage the current solo-healer trend, which I think you and many here would like to see encouraged back to the 2-2-2-2 formation, as you stated elsewhere.

    Tank bonuses likewise seem a little adrift, though many fine suggestions have been made. Is there anything Dev-side that you and yours have thought might fit better?

    For my part, I still would like to see some kind of WM Synergy Benefit for having two of a role present in group.
    • Like x 1
  7. LastSonOfEarth Committed Player

    If WM as it stands is a must, then the combo bonuses are easy to figure out. Make them give out heals, power, shields so that we can stop spamming for a second to keep up with the thirsty dps's our current system birthed.
  8. Psianide Active Player

    Probably already been suggested but...

    Tie role bonuses to the hit counter...

    DPS get a crit bonus.
    Tanks get a defence/toughness bonus, maybe even equal to the block defence, minus the white mod effect. (Turtle tanking is dull)
    Controllers get a Vit boost that takes effect immediately. (Your current p.o.t is boosted rather than having to re-apply)
    Healers get a resto or crit heal boost.

    This would get everyone hitting stuff with thier weapons, adding to the burn, which goes some way to making up the lost damage from the jump-clip fix. And also means everyone is involved rather than the tank holding block and the troller spamming insta-power.

    I may be talking out of my rear-end here, just my thoughts.
    • Like x 1
  9. Tuskeboki New Player

    I agree. As a tank i dont wanna becoming dps. Thats just not my job.
  10. Echephyle New Player

    http://dcuobloguide.com/news/weapon-mastery-work-in-progress/

    Here you go!
  11. Tuskeboki New Player

    These combos are completely out of place. To be like arsenal and deathstroke? Since when Batman started using guns? This dual pistol is totally kills martial arts. And a brawler pulling out a giant axe or sword or whatever? To be honest none of these combos are fitting to each other. They should have leave the weapons as it is now, this is gonna kill the role play.

    I'd like to know ppl who dont buy this dlc, how much weaker they gonna be? What worries me is the devs totally ignore these important questions. Will you be so kind to address this question? DLC owners will be stronger?
    • Like x 3
  12. Echephyle New Player

    It does kill role play to a certain extent. Like pairing bow with dual pistols. Interesting concept for a rambo type character, but what if you want an ancient warrior type?
    • Like x 2
  13. Tuskeboki New Player

    If they don't have the resources to do it properly, then they shouldn't forcing it. The combos should be customizable, to use any move you want from any weapon, and have the same result when used,but they can't do it as stated before. So the best choice is IMO, just leave the weapons alone or allow us to run without weapon mastery and stay just as strong as the others.
    • Like x 1
  14. Spytle Executive Creative Director

    So much good feedback here. We're reviewing it, but we have to weigh it against what we can pull of technically. We'll get back to you as soon as we firm up a direction. Thanks so much! If you think if anything new, keep it flowing. Also, like the stuff you agree with and lend it some weight.
    • Like x 7
  15. The BlackDragon Well-Known Player

    I have similar concerns as well. Dual pistols seems really out of place in MA. Eventhough I'd like to keep my MA as is, I'm all for compromise so I have some combo ideas I posted on the first page, to make it more appealing.

    Like Spytle said, now we'll see what is technically possible for some weapon combos and role bonuses (esp interested in troller one myself).
    • Like x 2
  16. Derio 15000 Post Club

    Here is my little 2 cents. Let me paint the picture for you.
    Devs nerf weapons inorder to future sell people on WM and create "balance" between the weapon classes.

    Might powersets will then do this

    weapon attack->weapon attack->weapon attack->WM combo-> Big might damage

    Since might really isnt my strongsuit and I am precision based I will do

    celestial combo->beneficial power->celestial combo->celestial combo->big finishing celestial combo

    Keep in mind weapons dont hit as hard as they used to so each combo that I do is several thousand more damage over the weapon attacks and then the WM combo and big might damage is suppose to catch up to me in the end. However when showed WM for first time weapon attacks were not nerfed. I am still not sold on how this is equal to or better than clipping. IMO
  17. TheMarvel New Player


    I can see you point. I don't immersively RP but can see how it is bothersome. I don't care for the weapons that combo from what I enjoy using.

    New/Updated trees to unlock more moves of your choosing plus a decent number of 'Specials' (like iconic powers but weapon moves) would have been more interesting and character defining.

    Some thing like a HB combo that ends in a 'power burst' (like a mini "SHAZAM!") or a MA combo that ends in a 'ninja chop'. Or vice-versa.

    But, it is likely too late to stop this bus. One of the reasons is that the weapon animations are already done. It just takes less resources this way but will appeal to a lot of people.
  18. Warlan New Player

    Are you intending to fix the tank turtling and controller battery issue with the WM or is that a separate issue? I don't want to waste my time with ideas or input if this is not a goal of WM.

    Oh and thanks for finally responding. Totally ruined what was going to be my first post of the morning.
  19. RageOfHeaven1990 New Player

    On the first page they have some ideas that they posted to get us started with on additions that WM will give to players playing their actual role. Also someone put down a suggestion that upon completion of a WM that it can provide a recharge type effect. I can't remember who posted it but it is on the 1st or 2nd page.
  20. Tuskeboki New Player

    I am not sure giving support roles a buff is a good idea. They wanna do a balance, but you wont get any, because ppl who don't get the new dlc will be underpowered compared to them + its gonna separate the player base and this is not something what players want. The elitism is bad as it now and i dont wanna see ppl kicked because of this.
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