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Please dev's change some of these crafted weapons

Archived PostArchived Post Posts: 1,156,071 Arc User
edited August 2009 in Items and Crafting
So today i finally made some gear. The laser and plasma rifle. They are fun, give my toon some extra ranged punch but why do they take up an equipment slot?

Item's like those should really be devices. All making them an equipment slot does is force people to fire off the blast, quickly switch gear, then switch back over to it 4.5 minutes later when its recharged. Can't we have these changed to devices?
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Especially since similar items (the Totem thing from Mystic) tend to be devices as well.

    Killing a single minion once every 3-4 minutes is not worth giving up a big stat bonus. They might be ok for those with REC as a Super Stat, but most others will want something more out of their Primary slot.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Also this ties in to power replacers as well. The power replacers are great and add some uniqueness to your charachter but 99% of them simply aren't worth giving up a major stat boost in order to use.

    Barring making these items devices what about adding a 4th slot for weapons, defense, and utility where 1 equip item can be linked. These items have no stats but can provide temp powers, or weapon modifications. This way we can use a custom acid blade without having to give up 80 points of strength.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    All making them an equipment slot does is force people to fire off the blast, quickly switch gear, then switch back over to it 4.5 minutes later when its recharged.
    there's like a 30 second timer when swapping back in power items. it doesnt show up but if you try to shoot the power will fail.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    brian9824 wrote:
    This way we can use a custom acid blade without having to give up 80 points of strength.
    If that acid blade is like most power replacers, it has a proc which does enough damage to make up for the lost Strength and then some.

    People badly underestimate the value of these procs because 6.5% seems like a small chance. It's important to realize that you're giving up maybe 6% damage from super-stats to get that proc. If the proc does as much damage as the attack that triggers it, then it's a 6.5% damage increase, about equivalent to the lost stats.
    But the procs actually deal significantly more damage than most non-charged attacks. The damage dealt is about half a henchman's health bar.

    Lastly, it's worth noting that although the tooltip damage does not change, the value of the proc does scale as you level up. In the end of beta event, my Power Armor character's level 1 power replacer was proccing for over 800 damage at level 40.
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