Ok so now it's been "officially" confirmed that the pistol / melee combo is being removed (because it was never meant to be allowed, not because it is buggy) we can get to work on discussing how it can be viably implemented. The purpose for this thread is to discuss how this weapon combo can exist within an ARPG game / setting and yet be an effective and viable combo. Please refrain from reminding us what's in the lore and how important it is to follow lore.
An outline of the problem, because simply "allowing" the combo doesn't make it viable in terms of game play. The issue is in game at the moment that we have DPS checks (healing enemies) that serve as a difficulty barrier to the game and tell us when our gear or character are too weak for a set mission. When faced with these enemies you have to use abilities 1-4 in quick succession in order to kill them or "burst" them down. Otherwise you have to leave and rethink your life choices or opt for lower difficulties.
The problem is one pistol lacks this burst feature or sustained damage due to low ammo pool and slow rate of fire from the mouse button abilities. So in order to maximise our damage with this combo we will have to go into melee, fire shots and swipe sword for every large daemon that we see. But the issue remains that none of the abilities include any meaningful "burst" essentially you have 4 abilities that are all for clearing trash and = auto attacks.
It's also to be considered that you now have to rely on melee for any more challenging opponent and yet lack the defensive stats and mitigation that a shield would have given you. Essentially becoming a vulnerable melee class who has some weak ranged attacks, making it less versatile than it appears on paper and incapable of killing creatures of a moderate difficulty, where other weapon sets will be perfectly balanced.
Options I think could help
1 - Single pistol +20% damage to shots to account for greater accuracy
2 - Single pistol - Option of having either set of abilities from the pistol to allow for burst combo/damage
3 - Bonus to other stat like crit / fire rate / reload speed etc to allow for damage to be gained from other areas.
4 - Adding a bonus mitigation to the offhand (dodge instead of deflect) to account for the character being more maneuverable - this would offset the increased damage taken in melee through lack of mitigation. although the argument could be made that if damage is = to a 2h weapon then extra mitigation isn't needed? (correct me if im wrong but 2h come with some +deflect?
Open to any other ideas that would help this weapon set overcome these "dps checks" as I think they are the largest obstacle toward this function and it's implementation. Let's get to work people.
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