Dual Thrusters
Member
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I personally think the aux is balanced, for when used you still have roughly half of your shield in effect. Not only that, but it does rather low damage. If it is still not enough, then you can have another buff added to you. The gun, however is problematic. For Mages, this gun's effect stacks with Deadly Aim, so the 15% damage reduction does nothing at all. It also works with any build, stopping opponents from using a powerful attack or heal, while also damaging them at the same time. They also gain rage from this. We can't just make more strong cores like this, it would cause imbalance to the cores that we already have. To prevent this gun from causing any more trouble, here are my ideas. Each idea is separately grouped with the lines. Each idea gets more dramatic as you go down. Make the initial damage 3. No initial damage, your are just placing the effect on an opponent (like how you would place a shield on yourself) making this gun more tactical to use. Make the strike cureable with field medic (in 2v2 when your partner is charmed and hasn't had his turn yet) Make the forced strike activate at the end of the charmed player's turn. Apply the forced strike to both you and your target. (So you activate the gun. Your opponent is forced to strike, then you are forced to strike). So now should we nerf this gun? Are any of my above suggestions the right solutions to it? Or maybe this gun is balanced and just try to convince everyone that it is. However, I sorely believe that making OP gun cores to make this look UP is NOT the answer to balance this weapon.
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