I might be crossing a line but I think this isn't damage up is a good thing for people who shy aware from low tier weapons picking up tools like the rapid blaster, or sloshing machines, especially since it serves as training wheel to better learn how to use
However I feel that high meta weapons like the .96 gal, .52 gal, eliter, etc. shouldn't gain this buff, these weapons are already good and don't need damage up to change their DPS at all and only serve as a counter to defense up, this way it will encourage people to try out more weapons/ abilities in exchange for the high tier ones with a ridiculous amount of damage up
True, but it's fair to say that a weapon that "needs" dmg up to be useful NEEDS to be buffed on its own anyway. A theoretical 3.0 that stripped dmg up of base state mods would theoretically also apply universal buffs to rapid blasters for example to make them behave consistently in a useful way as well. I don't think it would have a detrimental affect if they understand what needs to be buffed to offset specific weapon issues that would be created. 52 is a huge culprit (like eliter was) of a weapon playing a role other than the one the devs intended due to dmg up abuse. A 3hko 52 becomes a 2hko 52. That shoots faster than 96. And it was already powerful as a 3hko. They fixed eliter (weirdly in a way that broke it) but leave the obnoxious 52. RB, I wouldn't mind if it were SUPPOSED to be a 2hko indirect. But it should really just have base stats to do that if that's how it should work (but that would make it do the same thing as the big blasters, so they probably don't intend it.) It does need SOMETHING though to make it stand out.
Getting rid of active damage up screws over a lot of mid and low tier weapons, especially burst bomb weapons, prevents teams from running damage that makes their weapons more powerful when used to fire at the same target, and stops a lot of really interesting damage thresholds in general from being possible. Removing it would be harmful to the game.
If you think that damage up sin't that useful anyway, then why do you want it removed anyway?
I'd not be entirely against allowing dmg up to continue affecting subs. Expending bomb radius damage doesn't really break things the way changing the shots-to-kill from main weapons do. I think main weapon effect is where the issues lie. I use the dmg up on splatterscope both to counter def and to boost bombs a bit. I can't say it impacts the bombs all that much, but I don't think it breaks them either.
"prevents teams from .....fire at the same target" sounds like you're, understandably, viewing this from the perspective of organized teams again, but that's really far, far, FAR outside the scope of nerf/buff from the development perspective. That kind of use is not what they would be looking at as it exists outside the majority of user's gameplay. And lets face it, it won't harm play at that level no matter WHAT they do to balance, those are players skilled enough to adapt to the changes fast.
I didn't say it's not useful, I said for the majority of weapons it doesn't affect ttk or not heavily versus countering dmg up. But certain weapons it changes the raw shots to kill and that the disparity is a problem in the same way that most though the shortened charge time of eliter was a problem (I never fully agreed with the ire toward eliter, but if the devs tell us that the effect of dmg up on eliter was a problem, surely the effect on some other weapons is a problem too. )
now that i really understand you i can kind of agree with you. but i also think that falloff damage should be like it is with the .52 or the .96 or the splattershot pro, where it actually gets affected by damage up. besides, if falloff damage has stayed like this for as long as the game has been out, i think it's intentional.
Like with
@Hitzel's point about bombs, the falloff damage isn't too big a problem either. Like with rollers. Ideally from the start dmg wouldn't have been allowed to be used like it is, but since a lot of players are used to its effect on falloff and bomb damage, and neither of those things is really broken, that's not too harmful. But changing the shots to hit, only a few weapons get that advantage, and it strongly changes how they're used. Heck at a minimum there should be in-game signage stating exactly how many abilities are needed to have what shots to kill effects on a weapon so everybody knows. We talk about these things here as a pool of A, A+, S, S+, tournament players who know about these things (and even I didn't know about the 2hko RB boost from dmg up until this thread) - but every other Bob, Sally, and Kesuke in B+ that's not lurking these types of forums have zero clue that's even possible. Nintendo Power is gone, we don't need cheats from our monthly delivery to figure out how to play the game :)
Using RB as the sample: IS RB a 3hko radius or 2hko radius weapon? Both depending on gear. And the game doesn't tell anyone this. But while the RB can be made a 2hko weapon from radius, the Blaster can not be made a 1hko weapon from radius. Symmetry really breaks down with these kinds of problems.