Ash
Member
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quote:
Now with that being said, why does the staff only release such few precious weapons? Or better yet, why not start putting passives in every weapon (and mecha) release? The passives that they put it are IMO not that gamebreaking anyway and it will put make MQ's gameplay evolve to a whole new level. The limited amount is mainly to make sure that they are special when they are released. When you have an item, that isn't a mod, that gives bonuses to certain stats, it provides more options. The downside to that is it sometimes loses a little in terms of damage or effect potential because you're getting that extra. A little bit doesn't do much but a weapon that, for example, lets you regain more EP per turn is going to suffer from more drawbacks to make up for that fact. When they are a really limited thing then you can usually handwave the penalty for it because it's for a unique event, see the earth day shoulder, but when it becomes a common thing you have to start seeing where that extra is going to come from. It's also not game breaking for certain passives but for others it causes issues. Yes, 10-25 Power on a weapon doesn't add too much to it but gives it a little bit of extra damage, in this case a few points, on top of what the weapon gets from the effects. The problem comes in when things like Boost are added. 5% boost is worth way more then +5 Power. +10 EP regen is worth more then +10 Efficiency. That's also going to factor into it. The passives also have to be thematically appropriate which might limit the benefit of their use. For example, an imaginary FA weapon. It's a Gatling Gun. It does 100-100 damage and does 10 hits total. The effect of the weapon causes it to do +5% boost each hit, cumulative on each successful hit. (Nice round numbers for the example.) So hit 1 does 10 damage +5% boost, hit 2 does 10 damage plus 10% boost, hit 3 misses, hit 4 does 10 damage plus 15% boost, etc. A weapon like that would only thematically have either +power or +luck for the stream of bullets. It wouldn't be accurate, even with a scope, so +accuracy or +hit is out the window already. It's a massive gun so no +reflex and with that stream of bullets it's in no way efficient so that's nixed. It might qualify for +perception but that's kind of a long shot. It's already getting a +boost on the special itself so doubling that up when it has the potential to do crazy damage on the latter hits would be a no. The power or luck wouldn't do much in terms of adding anything to it since the +boost already provides way more damage. In that case the passive is pretty much just a wash unless it's a *really* large amount of passive stats and that makes the weapon way OP if it had too many passive stats. It'd be more of a tack on if anything and not really special. Now this isn't to discourage the idea, it's a neat idea that's got potential for some things like bonuses for house mecha, special events, gear that's a reward from a hard quest or a limited time offer like "The End" Valoth weapons were, etc. But putting it on every item wouldn't really fit since not every item needs a passive and it might not work on some items at all for the above reason. Another way I could see it working without a "penalty" to damage/effects or a thematic reason is if MQ started introducing "Overclocked" items. (AQ players would know it as "Mastercrafted" but I'm claiming this title for MQ =P) This would allow for passive stats on the weapon itself, including boost on a weapon with boost in the special already, at a higher credit cost to pay for the extra power from tweaking it well beyond what the other gear around it can do. Again, that doesn't mean every item released would suddenly be OC'd but it would provide a way to make cool gear even better and give you a reason to spend extra credits.
< Message edited by Ash -- 2/20/2014 21:40:03 >
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