It's very simple
1: get the "close the gap" advantage from two gun mojo.
2: apply it to shotgun blast, so it's there by default
3: you have improved shotgun blast, both logic and performance wise.
for those of you that don't know, close the gap is a advantage on two gun mojo that increases the damage you deal the closer you get to your target, having that on shotgun blast would not only make sense [the closer you are to your target, the more pellets hit them] but it would also help the power by giving it a slight damage increase when you get point blank with it.
In all things, a calm heart must prevail.
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Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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yeah, but past that...the power is rather...useless, it lacks the outright damage that its counterpart, SMG burst has, which in-turn reduces the effective usefulness of shotgun blast as a whole, simply put, you blast them away, they get up and come stright back onto your **** if you don't kill them before they reach you....but it would be nicer if the closer ones took more damage from the blast, possibly outrightly killing them with it, while the reminder got knocked back.
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
I know, right? plus it'd be a rather simple thing o implement, little more than a copy and paste job on the code with a little editing done to make it alwasy avaiable and bam, it'd work [in theory]
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
That's OK with me. THAT'S its use. That's plenty for me.
so let me get this straight.... you're ok with the power being useless because it suits you?
and what about the people that actually want to deal actual damage with the power, hmm?
also, you would also benefit from the damage increase, because in a nutshell, the more damage and/or healing a power does...well...the more effective it is
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
Simple answer: Make the damage increase for close the gap be a better damage increase than rank 3 if you're close enough.
Well, that sure was easy.
I would actually love to be able to make a character who's main attack is blasting things with a shotgun, and I'm sure I'm not the only one. That alone means this idea has merit.
But, we're talking about an advantage that already exists on another power in the game. Apparently, they are totally willing to go along with this convoluted method... since they thought of and implemented it to begin with. Like somebody pointed out, not everybody cares about shotgun doing more damage, they'd rather go for rank 3 for more knockback, or just not rank it at all cause the basic amount of knock/damage is enough for them... then there are people who would be willing to invest in this for the benefits it provides.
Honestly, this should've been a thing with Shotgun Blast from the very beginning. Additional Damage as the target is Closer to you. Would be a great ability for Munitions Characters to use in order to punish those that get too close outside of the Dual Pistols "Bullet Beatdown" move which requires you to be in melee range to use anyway.
And I will always be @DZPlayer122.
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Sorry, I keep switching back and forth between what I'm talking about pretty unclearly. This one was talking about the original idea, that you wouldn't have to take the advantage, they'd just automatically put it there.
Well that's even better then. The people who care about having it have it, and the people who don't care about it still don't care so why do we care about their opinion on the matter? Is "It does too much damage now, I can't use it anymore" a thing?
The end-all-be-all of this is: It makes sense thematically, and I love when they can add mechanics that both make sense thematically and that make powers more interesting, because the game needs more of that.
forum.arcgames.com/championsonline/discussion/242445/super-shotgun-build-reloaded
However, the overall damage is still going to be pretty weak if it's only 130% max. I'd say it needs to deal 200% damage at melee range. Also, despite Shotgun Blast being a labelled as a blast power, the game doesn't actually register it as a blast power (Preemptive Strike, Make It Count, and Administer specializations have no effect/don't trigger on Shotgun Blast).
I'd also like to see a "shrapnel shells" advantage that applies/refreshes shredded to the primary target. I think an advantage like that would give it some fun synergy.
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