Blishlock Discussion (OP, Balanced or UP?)


(Hexwall) #21

A slight buff on the recoil would be nice


(LifeupOmega) #22

For a gun that’s only redeeming feature is its damage per bullet, maybe we could up the reload or recoil slightly. It’s not bad as is but it’s not amazing either for any class that has access to other SMGs.


(K1X455) #23

It can use a 45 round magazine instead of just 30. Very slow reload anyway.


(Resine) #24

Can you kill with the Blishlok? Yes you can, doesn’t change the fact that it appears much less effective that any other SMG weapons.
The biggest concern is the Fire-Rate, it’s just awkward. It is in the spot, when the damage is too low to point and click in the head, and full auto is too slow to get the consistency while going for the head.
The weapon doesn’t offer anything to compensate for it, with low DPS output.


(Eox) #25

Not sure if a higher mag is needed. The Blishlok is already pretty ammo efficient. An I am not sure if a reload buff fits it.

I’d more see the Blishlok as the most ranged SMG. Make it so he’ll beat every other SMGs at long range and we’re golden IMO.


(Resine) #26

[quote=“Eox;73123”]
I’d more see the Blishlok as the most ranged SMG. Make it so he’ll beat every other SMGs at long range and we’re golden IMO.[/quote]
This, or give it a faster fire-rate with lower damage per bullet, so it will act like a proper SMG.


(capriRocket) #27

i feel the reduction of viewkick has removed some of the dialogue in gunfights, more towards dps, dps, dps…

it was good at crippling opponents but now lazerguns like the hochfir became more potent.


(omegaskorpion) #28

[quote=“prudentMan;73136”][quote=“Eox;73123”]
I’d more see the Blishlok as the most ranged SMG. Make it so he’ll beat every other SMGs at long range and we’re golden IMO.[/quote]
This, or give it a faster fire-rate with lower damage per bullet, so it will act like a proper SMG.
[/quote]

but then it would need biger mag so it still would be ammo efficient.


(neverplayseriou) #29

It needs to get better at long distances (the red dot seems quite of at a long range) and it could use a slightly bigger mag.


(Eox) #30

Finger crossed for a Blishlok buff next update. :slight_smile:


(Sterling) #31

My gold Phantom deserves a submachinegun, not a high damage pistol. It gets outgunned by the KEK-10 and the Crotzni way too easily.


(DMaster2) #32

The only thing i dislike is the big recoil the gun have.


(Resine) #33

The only time I see this gun used is when people don’t have any better choice. I don’t understand why people want blishlok to be better at range, it’s smg for a reason. I feel more confident with most of secondary weapons than blishlok.


(LifeupOmega) #34

Why would I ever use the Blishlok on any merc who has access to any other SMGs, or even MPs, outside of the good augments or the other choice being a shotgun.

It feels wrong. And I use it every day. It’s nice when it works, but dear god that fire rate is abysmal.


(Dawnlazy) #35

You know that something is wrong with a supposed SMG when it fires at a slower rate than 2 pistols.


(Mister__Wiggles) #36

Up the mag count and reduce the spread and it will be balanced. Its easy to suggest a complete rework but lets be reasonable. If you reduce the damage and increase the ROF then it will be like the kek. Increasing the damage even more would make it way to OP because the dps would out way the accuracy and ROF. So imo, the mag should be increased and maybe reduce the spread.


(Dawnlazy) #37

I don’t really think a mag increase would help, it already has a huge damage potential per mag. It needs faster rate of fire and/or less recoil. Maybe 5% less recoil and 20-30 additional RPM would tweak it enough to be usable.


(ProfPlump) #38

[quote=“omegaskorpion;72461”][quote=“ProfPlump;71317”]This whole poll is problematic.

Not every gun in DB is supposed to be equal - the Blishlok is supposed to be a slightly lackluster SMG so that it can be given to Aura so that she is not as strong as, say, a Crotzini-wielding Nader in combat.

If we ‘balanced’ the Blishlok so that it had the exact combat effectiveness as the Crotzini/KEK-10, we would suddenly have an INCREDIBLY overpowered Aura.[/quote]

That does not make any sense.

Then why is Bishlock the starting gun for phantom that has access to 2 more better guns: Crotzni and KEK-10. Also it is primary for the Sawbones that has 2 more better smg in his dispersal.
Also Fletcher has Bishlock.

If some weapons are suppose to be underpowered then why even use them, why even add them to game. Well Bishlock isnt THAT bad but its bad compared to other primary smg.
Small buffs to make it bit more better would be increasing the fire rate slightly to 420 (from 400) and also reducing the aiming recoil by slight ammouth would be good change.

Also, every weapon is OP in the right hands…[/quote]

There are a few reasons that not every gun in DB should be equal:

  1. So that you can give less combat-orientated Mercs who excel in other abilities a drawback to those abilities. For example, Aura would be incredibly strong if we gave her a KEK-10 or an M4A1, so it’s good that she gets a slightly lackluster Blishlok instead of a gun which is available to all the combat Mercs (Fragger/Nader/Phantom). Otherwise those combat Mercs would be much less viable, since the medics and objective specialists have access to the same weapons.
  2. So that there are good and bad loadouts for each Merc. It’s more interesting if when you open up a new loadout, there is a chance of it being bad or good. Imagine if they just gave you a choice on the exact Cobalt loadout you wanted - there would be less 'special’ness about that loadout because there was no force of luck involved. This would also drastically reduce the profits of Splash Damage because less people will pay for their cases, especially once everyone has got what they needed. I really like the way that DB is free to play at the moment, and if you made all the loadouts equal you would end up with Splash Damage having to add in more and more microtransactions into the game, which would ruin everyone’s gameplay experience.
  3. So that some of the loadouts of the same Merc can have a better gun with worse augments (or vice versa) so that there can be a trade-off decision between which loadout you use - for instance, the only Bushwhacker loadout that has TWO turret-buffing augments only has the Blishlok as a primary, while one of his other loadouts has ONE turret-buffing augment but gets access to the KEK-10 instead. It’s a decision that makes the game more interesting - it makes you consider all aspects of the Merc’s loadout, rather than JUST the augments.

(spectrrrrrre) #39

After forcing myself to use the Blishlock on an Aura loadout one night, I have to say I love the gun. I don’t know what it is, but just locking your view at head level while tap firing it and people just fall over.


(omegaskorpion) #40

[quote=“ProfPlump;75721”][quote=“omegaskorpion;72461”][quote=“ProfPlump;71317”]This whole poll is problematic.

Not every gun in DB is supposed to be equal - the Blishlok is supposed to be a slightly lackluster SMG so that it can be given to Aura so that she is not as strong as, say, a Crotzini-wielding Nader in combat.

If we ‘balanced’ the Blishlok so that it had the exact combat effectiveness as the Crotzini/KEK-10, we would suddenly have an INCREDIBLY overpowered Aura.[/quote]

That does not make any sense.

Then why is Bishlock the starting gun for phantom that has access to 2 more better guns: Crotzni and KEK-10. Also it is primary for the Sawbones that has 2 more better smg in his dispersal.
Also Fletcher has Bishlock.

If some weapons are suppose to be underpowered then why even use them, why even add them to game. Well Bishlock isnt THAT bad but its bad compared to other primary smg.
Small buffs to make it bit more better would be increasing the fire rate slightly to 420 (from 400) and also reducing the aiming recoil by slight ammouth would be good change.

Also, every weapon is OP in the right hands…[/quote]

There are a few reasons that not every gun in DB should be equal:

  1. So that you can give less combat-orientated Mercs who excel in other abilities a drawback to those abilities. For example, Aura would be incredibly strong if we gave her a KEK-10 or an M4A1, so it’s good that she gets a slightly lackluster Blishlok instead of a gun which is available to all the combat Mercs (Fragger/Nader/Phantom). Otherwise those combat Mercs would be much less viable, since the medics and objective specialists have access to the same weapons.
  2. So that there are good and bad loadouts for each Merc. It’s more interesting if when you open up a new loadout, there is a chance of it being bad or good. Imagine if they just gave you a choice on the exact Cobalt loadout you wanted - there would be less 'special’ness about that loadout because there was no force of luck involved. This would also drastically reduce the profits of Splash Damage because less people will pay for their cases, especially once everyone has got what they needed. I really like the way that DB is free to play at the moment, and if you made all the loadouts equal you would end up with Splash Damage having to add in more and more microtransactions into the game, which would ruin everyone’s gameplay experience.
  3. So that some of the loadouts of the same Merc can have a better gun with worse augments (or vice versa) so that there can be a trade-off decision between which loadout you use - for instance, the only Bushwhacker loadout that has TWO turret-buffing augments only has the Blishlok as a primary, while one of his other loadouts has ONE turret-buffing augment but gets access to the KEK-10 instead. It’s a decision that makes the game more interesting - it makes you consider all aspects of the Merc’s loadout, rather than JUST the augments.[/quote]

There is still very good reason why weapons should be equal, not in terms of damage or time to kill but in viability.

  1. Do not bring M4 to smg talk, it has other purpose and is only for fire supports and assaults.

  2. Bishlock is still primary for Phantom that has better primaries and its also avaivable to Sawbones who uses smg. And question is still this: why would player want sh#t gun when they could have better ones? With better augments?

  3. Even if aura would have KEK-10 some people still would not use it, i dont much like KEK-10 and i would more likely to use SMG-9 or Hockfir. When you got viable weapons, the question is what suits players play style, not what has the best dps.

  4. Mixing augment balance to weapon balance DOES NOT F#KING WORK. Some of the “best” weapons have better aguments than the “worser ones”. Also the Fraggers K-121 has very bad loadouts while the M4 loadouts have better augments… realy… changing a high damage, high spread, low speed, low fire rate, long reload speed weapon to laser gun that cant miss is so big deal… that laser gun has to have better augments???
    Now some good came out of SMG-9 buff, its now actualy worth using and its augments are pretty good. Before that, the Crotzni was better weapon and had extreamly powerfull augment cards. Now its some what balanced. However the weapon and augment balance does not work.

  5. There are good and bad loadouts, why cant there just be viable loadouts, that work with differend play styles, its still a gamble about do you get the loadout that you want but atleast they wont be useless.

I had some ideas how to fix some of these imbalance problems, they arent perfect but there are some augment balancing ideas that would work better than current system, since its more about play style, less about gamble between sh#t and good
http://forums.dirtybomb.nexon.net/discussion/13101/complete-loadout-and-skin-system-rework-also-possible-new-augments/p1