Another Sword Rebalance

  • Here we are again. For months, we have toiled over the balance of combat in the game. I don't know if it will ever be completely balanced, but we can at least give our best effort. What I would like to suggest today is another sword rebalance.

    Ever since the initial nerf last year where all the exploits were patched out, the sword has not been the same. One of the biggest complaints is that skill has been taken out of the sword. I agree that sword is less complicated. However, it is still mostly impossible to use against an experienced double gunner. Even more so, Sword vs Sword combat this update is even more wonky; blocking feels extremely glitchy and doesn't even work half the time. So, without further ado, hear are my ideas to bring to to the sword:

    1. Reduce the charge time for sword lunge. Yup, this is the big one. Sword lunge is arguably the sword's best trait and requires the most skill due to the precise timing it requires. However, I think the current charge time right now leaves one too exposed to being shot/attacked, and therefore, the attack stopped. The amount of time reduced should be thoroughly tested to not make it overpowered, so I'm going to throw out between 15%-20% is a good place to start.

    2. Blocking with the sword should be quicker/more immediate. Blocking with the sword (especially this update), feels very clunky. Especially if the attack animation could be interrupted with block, this could open up a type of double x cancel replacement, which could be a good or bad thing depending on what side of the debate you fall on. If they don't want that exploit to come back, perhaps a delay to attacking after blocking this way could be added? (Very loose idea).

    3. As a counter balance to these changes, sword slash damage can go back to 20%. I think the sword lunge at 60% should remain unchanged.

    These are some basic ideas that I've thought of that I think could make sword more viable and that Rare might not be opposed to. It is said that "an experienced double gunner will always beat a sword player." To me, this means we still have a major problem. Double Gun is the meta. While I want double gun to still be prevalent in the game, I don't want it to dominate Sword like it has. My goal with these changes is simply to level the playing field. If anyone has some other ideas to share, please feel free to comment down below. I look forward to reading them!

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  • I think that it doesn't "dominate" anymore. I am 100% a DGer so take that however you will. sword has never been this strong against a double gunner on a sloop sword absolutely dominates if the person using the sword knows what they are doing. as a double gunner, I will still be able to get away from inexperienced players however if a good player with a sword is on a sloop I am sure that that person would have the upper hand. double gunners put a lot of time and effort in their movement their aim and their strategy and like everyone likes to mention each weapon has their place, if i go onto a sloop using pistol snipe and I die to sword that's normal. if we meet on a gallion and you fight me top deck with just a sword then you didn't assess the situation right. sword is extremely powerful if used right. i agree that sword needs a rework in some way however with wallbang being removed sword has the upper hand in every close combat situation. if a good DGer is still able to kill you in close combat its because of a lot of dedication to their playstyle.

  • For what it's worth i belive trying to balance weapons should not be look at as the main issue that causes compliants is the hit reg/detection you even state its wonky. Proper balance can not be determined in such an unstable system. As for the argument of skill gap. Well to me in a game where only skill matter there should be a large skill gap question is how we go about making that gap.

  • Yay two responses! Thanks guys for the feedback.
    For @ENF0RCER, you are absolutely right; hit reg is a very big problem, especially with ranged weapons. However, I don't see this being fixed anytime soon due to how the net code is. I don't know if it will ever be fixed. As for the other thing, skill gap is always an issue. I agree that we should reward players for having knowledge about the game and it's mechanics. Unfortunately, old sword did this very well. The problem there was people simply using a machro to use it's "exploits." If people were doing those skills by hand, then it was all well and good. But the second a machro was used, then what was even the point of playing?
    For @Theeggoplant, double gun still dominates, specifically Sniperblundy. That has been and continues to be the meta. If you get killed by sword using that combo, you probably made a mistake with your movement. In fact, I just killed a kid (albeit, he was using Sniperpistol) on the turn in on Arena with sword and he griped at me for using a "noob weapon." In fact, it was his fault he died; he failed to maintain proper distance from me, which he could have easily done. With wallbanging gone, that is definitely a +1 for swords, no doubt. However, the problem lies with the time to kill with double gun. Against a skilled double gunner who understands all the tricks, you can't even heal off the damage quick enough. And also from a point I made from my initial post, blocking is wonky. Blocking is commonly used to assist with movement around using sword, so with that being less clunky, that could aid with making sword more maneuverable against a double gunner.

  • @xg12im12eaperx if you reduce the cutlass damage per Swing food is to healthy and easy to counter any incoming damage.

    I fully agree that DG is still too strong.
    I for myself played some fps lately and switched to sniper + x and if your aim is good enough,
    well...

    To me the ttk a player need to be increased and maybe all weapons should do less damage.

    Guns are extremely strong and many fights only last a couple of seconds.

    Imho this is not that much adding to a fun and good experience within the setting and all.
    It's just not an online FPS and although i dont care for Arena, but accept it's a mode of the game, the weapon balance should be made around adventure Mode and a balanced PvEvP gameplay style, not focussing on PvP only, not focussing on constant battles in Arena only.

    With the damage weapons actually do i'd literally want to have 300hp.

    The combos that do kill you in a second or two. The fact that you can doubletap someone etc.
    to me dont fit the inclusive and adventerous character of the game.
    It may be a demand from high competetive gamers, but again the gsme want to be an inclusive game for "everyone" and is mainly about a pirate adventure, PvP yes of course, e-sport or serious try harder competetive gameplay?
    no thanks.

    I would still say make cutlass mandatory!
    I'd still remove the blunder and the EoR and only have that flintlock and the cutlass.
    Almost all problems solved.
    But this ship has sailed of course.

    Honestly, i wouldnt expect anything.

    As long as it doesnt completely lose any fun for me regarding combat and PvP i dont care.
    The moment the tryhards and exploits and owning becomes a serious thing again lime we had some month with DGE i happily pause or quit the game.

    I had a lot of fun with SoT, but i'm here for a fun pirate adventure and fun PvP, fun coop etc., not serious competition.

  • If you want to specifically limit double gunning, one change would be that a player can only refill his ammunition at his own ship, or at a mobile ammo crate if one is aboard the enemy ship. This would at least stop some of the complaints.

    Personally im good with how things are at the moment. Sure double gunners are as annoying as bunny hoppers in FPS games... but that is something we just have to live with. Perhaps a little bit longer reload times, and a small buff to the sword damage would be ok.

  • @bugaboo-bill I've been in the same boat as making cutlass mandatory. However, I think it would take some diversity out of the game. Also, for the same reasons, Cutlass + Pistol shouldn't be the only weapons in the game. Pvp is always going to be an important part of the game, no matter what. Pvp + Pve are working together in perfect harmony. You are right in that the game shouldn't be taken seriously, but due to the fact that combat is and has been unbalanced, not because there are elements of Pve/being a pirate game. Obviously, take the game as seriously as you want to (as the rule goes with all games).
    I don't think a massive reduction in damage across the board is the answer. However, it is a problem that you can't heal off the damage faster than a double gunner can kill you (assuming the know how the run + aim trick). I would like for this game to become somewhat competitive, but that's under the condition that the combat is balanced. Lastly, I don't think the game is purely focused on Pvp; People do what they want to do and then everything intertwines. However, Pvp happens to be what I'm most passionate about fixing in the game. Edit: Also to answer your first thing, sword damage was at 20% originally, so it would just be going back to it's default value. Sword lunge I would want to stay the same.

  • @ghostfire1981 So, the problem is we already got a buff to sword damage. 25% seems like a good place for it to be. I don't really want it dealing any more. My main concern is the overall smoothness and play ability of the weapon. I want movement and operation to feel and be better, which is the main reason I chose the suggestions that I did above. I think there are others we could choose to do, like going back to old sword. However, I don't believe Rare would be onboard with that. I don't think limiting which ammo crates you can get ammo from would be a good solution either because that might be too constricting (interesting thought though).

  • I don't know what they did but the sword feels clunkier this update, to me at least. I wish it felt really smooth and fluid, but I'm not sure how they could accomplish that.

  • @mferr11 I completely agree. Very clunky indeed. The clunkiness is partly due to the animations they have to stop double x cancel, though blocking especially feels buggy this update.

  • @xg12im12eaperx said in Another Sword Rebalance:

    I don't think limiting which ammo crates you can get ammo from would be a good solution either because that might be constricting (interesting thought though).

    True, but it would make them have to think twice about double gunning, as they will run out of ammunition. And at some point having a sword may be the smarter choice. This will make everyone think about strategy, and not just spamming bullets until everyone is dead. When you have a limited bullets you will also have to achieve your goal fast, or you will loose the fight.

  • @ghostfire1981 That's also true, but then you run into the fact that now sword is the only weapon to hold down a boat. Also, does that mean you can no longer swap weapons on an enemy boat? Because one could just circumvent this nerf by simply swapping weapons to reload.

  • @xg12im12eaperx said in Another Sword Rebalance:

    @ghostfire1981 That's also true, but then you run into the fact that now sword is the only weapon to hold down a boat. Also, does that mean you can no longer swap weapons on an enemy boat? Because one could just circumvent this nerf by simply swapping weapons to reload.

    Naturally swapping would also be unavailable.

    Yeah i dont really believe in this idea either... im just putting it out there for everyone to discuss. BUT it would solve solve some of the complaints about double gunning and boarding.

    Mow a little out of topic:
    When it comes to boarding, at least in the Arena, if you loose control over your ship for "N+1" minutes your ship will auto scuttle as you have lost your ship just as it would have been sunk by cannons. There is no need to let someone farm you for weapon kills, or give them time to loot your supplies... better to scuttle fast to cut your losses and prevent the winners from restocking on your supplies.
    In these cases, the ammunition and weapon swap block would make sense, as the auto scuttle would be something that would generate even more complaints.

  • I think sword would be fine if the stun was only on the first hit out of the 3 hit combo

  • @l-snapper-l That would be a nerf....the purpose is to buff/rebalance the sword in order to make the meta more of an even playing field. Also, the stun is much less than what it used to be. At the very least, you would need some sort of buff to counteract that.

  • @ghostfire1981 It's an interesting idea, but I don't think it's the right way to go.

    As for auto scuttling, people would not want that in arena because that means you would lose 1000 points automatically, which most people do not want just for leaving your boat. Even in adventure, I would not want that. If you don't want someone farming you, you have the option to manually induce a scuttle.

  • @xg12im12eaperx

    But why buff the sword? It can easily kill anyone close range, the only weakness is range. For those who main blunder + sword I see the complaints on a lack of range but that is their fault for using those

  • @l-snapper-l Double gun's time to kill is too quick (so fast, you can kill faster than someone can heal off the damage). Sword is incredibly clunky and is very inconsistent, both in terms of going against another sword user (due to blocking not working correctly this update) as well as trying to close the gap between you and someone using double gun. Double gun kills a sword player everytime as long as they maintain distance, which they are going to do almost everytime if they know what they are doing. And, if running sniperblundy, they simply have to get a one shot kill or deal damage with pistol/sniper while sword user is on their way before swapping to blundy.

    People complain about sword being a "noob weapon" for being too easy to use, yet it's far from the meta. If it were so good and easy to use, wouldn't more top players be using it? The only place where I see sword actually having the advantage is within the hull of the ship. Even then, I'd still put my money on the double gunner if they are running Blundy.

  • Sword slashes have too much range, guns have too long delay after ADS and trying to fire. The excrement is messed up.

  • @gutterangel Imho, sword range is coming down to ping. When I try to slash, it falls short often. Yet, I see people slash on me from the same range and hit their combo. As for ADS (specifically with sniper), I'm going to have to agree. Quick scoping, this last update, feels very off. The delay has definitely messed with a few of my shots.

  • @xg12im12eaperx said in Another Sword Rebalance:

    Imho, sword range is coming down to ping.

    100% this. When Ashen Winds came out I got into a fight with another crew. They were clearly on foreign servers (unlucky matchmaking I guess) and the sword fighting was just terrible. Massive delays on hits registering, wonky range, slashing through blocks all because their ping must've been terrible.

  • @mferr11 Yup, exactly. That's why good ping is so important. It can really screw you.

  • @xg12im12eaperx sagte in Another Sword Rebalance:

    @l-snapper-l Double gun's time to kill is too quick (so fast, you can kill faster than someone can heal off the damage).

    You forget to take into consideration that you actually have to hit both your shots first and then pray to Rare that they will also count as hits. Its TTK is completely fine as it is right now. Not many people can consistently hit 2-taps one players that know how to dodge and move unpredictably. So if you take 1miss into consideration the TTK is way higher than that of a sword, because missing sword swings is almost impossible with the stun.

    Sword is incredibly clunky and is very inconsistent, both in terms of going against another sword user (due to blocking not working correctly this update)

    I agree.

    as well as trying to close the gap between you and someone using double gun. Double gun kills a sword player everytime as long as they maintain distance, which they are going to do almost everytime if they know what they are doing.

    The same can be said about the sword. If the sword user knows how to dodge and get close he'll win almost everytime in close quarter combat.

    Also you forget that you have 2 weapons on you. DG'ers make use of both their guns while you want to get the sword as strong as 2 guns used together. Snipe the DG'er first so he has to heal and then push him.

    And, if running sniperblundy, they simply have to get a one shot kill or deal damage with pistol/sniper while sword user is on their way before swapping to blundy.

    If you see that they have a blunder just use your other gun or a lunge or bait the blundershot.

    People complain about sword being a "noob weapon" for being too easy to use, yet it's far from the meta.

    Well almost everyone that isn't into highly competitive pvp in this game uses sword. Because it actually is the meta. The most DG'ers were also sword players but since all the exploits have been removed it just doesn't feel the same so they switched to DG. And seeing that the sword still feels clunky like you said, it's no wonder that they don't want to switch back.

    If it were so good and easy to use, wouldn't more top players be using it?

    No because it feels clunky, like a shadow of its former self. And top players usually don't even have to DG because they just teamshot everyone that gets on their boat. Sure they have 2 guns but that's mostly blunder for laddercamps and sniper for teamshots.

    The only place where I see sword actually having the advantage is within the hull of the ship. Even then, I'd still put my money on the double gunner if they are running Blundy.

    With wallbanging removed you can avoid a one blunder easily below deck. And if your movement is good, sword will come out on top.

  • Can't agree more with the sword lunge time being reduced. Feels like I get shot every time I charge up. And don't get me started on blocking. Blocking a full 3 hit combo should give you the advantage and reward you with a sort of "reposte" which stuns the other player and gives you some time to get your own combo in. If you are attacking into a block, you should be aware and be punished if all 3 of your hits are blocked.

    As for sword vs guns, either reduce lunge charge time or make it to where your lunge isn't canceled by a sniper or pistol shot. Blunder should stun a charge however as that makes quite some sense.

  • @insaiity

    You forget to take into consideration that you actually have to hit both your shots first and then pray to Rare that they will also count as hits. Its TTK is completely fine as it is right now. Not many people can consistently hit 2-taps one players that know how to dodge and move unpredictably. So if you take 1miss into consideration the TTK is way higher than that of a sword, because missing sword swings is almost impossible with the stun.

    True, you do have to hit both of these shots. However, with the kind of player we are talking about, they can easily do that. Now when taking hit reg into consideration: Sometimes it benefits you. Sometimes it works against you. It can affect sword too. The thing that puts the double gunner ahead is that as long as they maintain distance (which as we discussed earlier, an experienced double gunner can and will do), they can keep taking more shots. Eventually, they will kill the sword user (unless you are the most unlucky human to have ever lived and you hit reg every shot, which is minimal).

    Also you forget that you have 2 weapons on you. DG'ers make use of both their guns while you want to get the sword as strong as 2 guns used together. Snipe the DG'er first so he has to heal and then push him.

    Again, double gunner maintains distance until they can recover. At distance, a sword player has effectively only one weapon on them, their secondary. A Double gunner has two.

    The same can be said about the sword. If the sword user knows how to dodge and get close he'll win almost everytime in close quarter combat.

    This has some merit. A sword user can learn proper movement in order to better being able to close the gap. However, part of this is having a proper block, which is currently buggy.

    If you see that they have a blunder just use your other gun or a lunge or bait the blundershot.

    Blunder has a lot of spread, so even if they miss, they will do damage and give you knockback. So, I'm going to say easier said than done.

    Well almost everyone that isn't into highly competitive pvp in this game uses sword. Because it actually is the meta. The most DG'ers were also sword players but since all the exploits have been removed it just doesn't feel the same so they switched to DG. And seeing that the sword still feels clunky like you said, it's no wonder that they don't want to switch back.

    Ok, this response doesn't make sense. The meta is what the top players are using, not what the majority "non competitive" players are using. So what you are saying about the sword being meta is incorrect.

    No because it feels clunky, like a shadow of its former self. And top players usually don't even have to DG because they just teamshot everyone that gets on their boat. Sure they have 2 guns but that's mostly blunder for laddercamps and sniper for teamshots.>

    Again, this backs up my point that sword is not meta and needs to be reworked in order to be on a level playing field with double gun. I want it to be a solid option for the competitive player.

    With wallbanging removed you can avoid a one blunder easily below deck. And if your movement is good, sword will come out on top.

    This point has some merit to it. Sword does have advantage in the hull of a ship. But again, this is about it. I would like it to be better in other environments. This is why I think reducing the lunge would be a great idea because it would allow the sword to be more viable in a more mid-range environment. Right now, lunge can be super unreliable. On one hand, you are too close and get shot/attacked, causing the lunge to be cancelled. On the other, you start too far and they have time to get out of your range.

  • @xg12im12eaperx sagte in Another Sword Rebalance:

    @insaiity

    You forget to take into consideration that you actually have to hit both your shots first and then pray to Rare that they will also count as hits. Its TTK is completely fine as it is right now. Not many people can consistently hit 2-taps one players that know how to dodge and move unpredictably. So if you take 1miss into consideration the TTK is way higher than that of a sword, because missing sword swings is almost impossible with the stun.

    True, you do have to hit both of these shots. However, with the kind of player we are talking about, they can easily do that. Now when taking hit reg into consideration: Sometimes it benefits you. Sometimes it works against you. It can affect sword too. The thing that puts the double gunner ahead is that as long as they maintain distance (which as we discussed earlier, an experienced double gunner can and will do), they can keep taking more shots. Eventually, they will kill the sword user (unless you are the most unlucky human to have ever lived and you hit reg every shot, which is minimal).

    Well you can't balance a weapon around the top tier players. If you make the sword as good as 2 guns used together, then it is basically a buff to everyone that uses sword so they can more evenly play against the top tier players, that put thousands of hours into pratice to get that good. It would reduce the skill gap even more.

    Also sure a good DG player can maintain distance but a good sword user with good movement can also close this distance.

    Also you forget that you have 2 weapons on you. DG'ers make use of both their guns while you want to get the sword as strong as 2 guns used together. Snipe the DG'er first so he has to heal and then push him.

    Again, double gunner maintains distance until they can recover. At distance, a sword player has effectively only one weapon on them, their secondary. A Double gunner has two.

    Almost all parts of every ship are CQC, except maybe the top deck of a galleon. Despite that the boat still has limitations so if your movement is on point you will be able to eventually force them into a CQC. Especially if you hit them with a sniper shot first, they most likely will seek shelter around the captains quarter, it is CQC there.

    The same can be said about the sword. If the sword user knows how to dodge and get close he'll win almost everytime in close quarter combat.

    This has some merit. A sword user can learn proper movement in order to better being able to close the gap. However, part of this is having a proper block, which is currently buggy.

    Proper movement can be done without relying on the block, as shown by many DG players. If you are good with strafing then hitting shots on you is quite difficult.

    If you see that they have a blunder just use your other gun or a lunge or bait the blundershot.

    Blunder has a lot of spread, so even if they miss, they will do damage and give you knockback. So, I'm going to say easier said than done.

    Of course it is easier said then done, but you don't want the counter play to be super easy either. If they try to shoot you with the blunder then they will have to come closer. If you can then take the fight to a place where you have the advantage then you will win, but if you just go up to them to slice them then you will lose. Simple as that. You could also just use your secondary and shoot them twice from a distance.

    Blunder is also the only other close-range weapon that can compete with the sword. There are 2 type of guns in this game. Long and short range. Of each there are two. Each have some kind of advantages and disadvantages. So of course sword will have trouble against blunder. And blunder will have trouble against sword if they even only miss one shot.

    Well almost everyone that isn't into highly competitive pvp in this game uses sword. Because it actually is the meta. The most DG'ers were also sword players but since all the exploits have been removed it just doesn't feel the same so they switched to DG. And seeing that the sword still feels clunky like you said, it's no wonder that they don't want to switch back.

    Ok, this response doesn't make sense. The meta is what the top players are using, not what the majority "non competitive" players are using. So what you are saying about the sword being meta is incorrect.

    Well it is also incorrect that the DG is meta. Normaly a meta starts because something is op (like the old DG exploit) back then it was a meta because a lot of people switched to it. Now some DG players switched back to sword and if not then it is just because they are used to that particular playstyle or because sword feels awful in comparison to before. If both ways are viable I wouldn't switch either because I spent a lot of time perfecting that one style.

    Additionally DG offers an option to not have to deal with the broken sword. So instead of buffing the sword how about just fixing the bugs that it has.

    No because it feels clunky, like a shadow of its former self. And top players usually don't even have to DG because they just teamshot everyone that gets on their boat. Sure they have 2 guns but that's mostly blunder for laddercamps and sniper for teamshots.>

    Again, this backs up my point that sword is not meta and needs to be reworked in order to be on a level playing field with double gun. I want it to be a solid option for the competitive player.

    Some competitive players use it. But first of all almost all competitive players look down upon the sword players because right now it is a skill-less spam weapon. And second of all DG is used in top tier crews not because of the DG aspect in itslef but because they have a team with great teamwork. It lets them stay at their positions like helm etc. and still help out their team at the cannons when a boarder makes it up the boat. The team shot/insta kill potential makes it so viable. You can't make the sword do the same because with sword you have to be up close to do dmg and it takes time to get to people.

    Sword is already strong enough if you are good with it. Most of the time you only have to get one lunge in to get the advantage (with wallbanging removed you can easily do that while seeking cover behind a mast), after that you chain lunge and can kill an entire crew pretty fast.

    With wallbanging removed you can avoid a one blunder easily below deck. And if your movement is good, sword will come out on top.

    This point has some merit to it. Sword does have advantage in the hull of a ship. But again, this is about it. I would like it to be better in other environments. This is why I think reducing the lunge would be a great idea because it would allow the sword to be more viable in a more mid-range environment. Right now, lunge can be super unreliable. On one hand, you are too close and get shot/attacked, causing the lunge to be cancelled. On the other, you start too far and they have time to get out of your range.

    Well on the other hand the lunge has an insane hitbox so missing it is practically impossible.

    Also when people argue that the sword is too strong on boats atm, then sword advocates argue that it is a CQC weapon and the DG'er should switch weapons and stop relying on one combination or one gun all the time.

    Now I can say the same. Why do you want sword to be on an even playing field with guns in mid range? Just switch your weapons to 2 guns when you are in an area that is more open.

    If you want sword to be better in mid range scenarios then make DG better in CQC and therefore remove the stun from the sword.

  • @insaiity

    Well you can't balance a weapon around the top tier players. If you make the sword as good as 2 guns used together, then it is basically a buff to everyone that uses sword so they can more evenly play against the top tier players, that put thousands of hours into pratice to get that good. It would reduce the skill gap even more.
    Also sure a good DG player can maintain distance but a good sword user with good movement can also close this distance.

    It doesn't take thousands of hours to be good at dg. In fact, it takes much more effort to be good with sword than to dg. Also, yes you can and should balance a weapon based off what the top players are doing; they are the ones who define the meta because they understand the game the most. If you have some other ideas to make it a viable weapon for the top player, please share.

    Also you forget that you have 2 weapons on you. DG'ers make use of both their guns while you want to get the sword as strong as 2 guns used together. Snipe the DG'er first so he has to heal and then push him.

    You make the argument that sword is essentially two weapons. It only has that kind of damage output when up close. You have to get up close first, and with current mechanics, you are usually dead before that can happen (against the type of dg'er we are talking about).

    Almost all parts of every ship are CQC, except maybe the top deck of a galleon. Despite that the boat still has limitations so if your movement is on point you will be able to eventually force them into a CQC. Especially if you hit them with a sniper shot first, they most likely will seek shelter around the captains quarter, it is CQC there.

    A dg'er is going to stay top deck, where they have advantage, except to go downstairs to grab ammo. Even then, they have blundy for when a sword user gets too close.

    The same can be said about the sword. If the sword user knows how to dodge and get close he'll win almost everytime in close quarter combat.

    I disagree. Again, sword is too buggy right now to be consistent, even in CQC. This is especially noticeable sword vs sword.

    Proper movement can be done without relying on the block, as shown by many DG players. If you are good with strafing then hitting shots on you is quite difficult.

    Actually, no. Proper block jumps combined with regular jumps is what you need to move more sporadically (commonly called bunny hopping). Simply strafing from side-to-side is not enough against a competent dg'er (we are talking about people who regularly hit their shots). Dg players also have the advantage of consistently putting shots downrange; a sword player puts half as much shots downrange and that's with putting the sword away as well.

    Of course it is easier said then done, but you don't want the counter play to be super easy either. If they try to shoot you with the blunder then they will have to come closer. If you can then take the fight to a place where you have the advantage then you will win, but if you just go up to them to slice them then you will lose. Simple as that. You could also just use your secondary and shoot them twice from a distance.

    I'm not asking for the counterplay to be easy; I'm asking for the counterplay to be consistent and viable. In it's current state, the sword needs changes to achieve both.

    Blunder is also the only other close-range weapon that can compete with the sword. There are 2 type of guns in this game. Long and short range. Of each there are two. Each have some kind of advantages and disadvantages. So of course sword will have trouble against blunder. And blunder will have trouble against sword if they even only miss one shot.

    Yes, but again, a dg'er will just maintain distance. Sword lunge is the sword's only form of mid range attacking power, so improving this will mean they can more effectively deal with a dg'er trying to maintain distance.

    Well it is also incorrect that the DG is meta. Normaly a meta starts because something is op (like the old DG exploit) back then it was a meta because a lot of people switched to it. Now some DG players switched back to sword and if not then it is just because they are used to that particular playstyle or because sword feels awful in comparison to before. If both ways are viable I wouldn't switch either because I spent a lot of time perfecting that one style.

    Additionally DG offers an option to not have to deal with the broken sword. So instead of buffing the sword how about just fixing the bugs that it has.

    First of all, dg IS the meta, plain and simple. You have literally argued why competitive players are using dg over sword, then argued "but sword is still the meta anyways." You are claiming one thing in your first breath and disproving it in your second. Next, sword is buggy and broken. It heavily lacks consistency (something dg does not lack, even when accounting for hit reg). Fixing block is part of removing that bugginess. Literally last night, I got off two hits with sword 3-hit combo against another sword user before they were able to get two hits off of their own. Under what should have happened, they would have still been prevented from attacking. I wouldn't even have been able to get off block until my animations finished. So again, block must be fixed.

    Some competitive players use it. But first of all almost all competitive players look down upon the sword players because right now it is a skill-less spam weapon. And second of all DG is used in top tier crews not because of the DG aspect in itslef but because they have a team with great teamwork. It lets them stay at their positions like helm etc. and still help out their team at the cannons when a boarder makes it up the boat. The team shot/insta kill potential makes it so viable. You can't make the sword do the same because with sword you have to be up close to do dmg and it takes time to get to people.

    True, it does allow crew members to stay at their stations. But you also just pointed out time to kill is much quicker than the sword, which is one of my points. Sword takes time to go after someone to kill, often longer than it takes to get off two shots from a dg'er or even just a well placed blundy. Lastly, m1 spamming is usually used because sword lunge involves too much risk to being killed with current mechanics.

    Sword is already strong enough if you are good with it. Most of the time you only have to get one lunge in to get the advantage (with wallbanging removed you can easily do that while seeking cover behind a mast), after that you chain lunge and can kill an entire crew pretty fast.

    Again, timing lunges properly is exceedingly difficult with the current charge time, especially against a full crew of competent dg'ers. One shot, you are suddenly canceled. You also are very vulnerable to getting hit while charging, even with wallbanging removed.

    Well on the other hand the lunge has an insane hitbox so missing it is practically impossible.

    There is a fantastic range from side-to-side with the hitbox on sword, yes. However, with the current charge time, what it lacks is proper timing to effectively get off a sword lunge that will hit. This is why I suggested a reduction in the charge time. It shouldn't be a massive reduction; I believe even a slight one would be enough.

    Also when people argue that the sword is too strong on boats atm, then sword advocates argue that it is a CQC weapon and the DG'er should switch weapons and stop relying on one combination or one gun all the time.

    What sword advocate argues that dg'er should switch to sword on a boat? Sure, down below deck it might have an advantage (as previously discussed). But yet again, a dg'er can easily win that scenario too. They just need to maintain proper distance. Running sniperblundy and you win the up close encounters as well.

    Now I can say the same. Why do you want sword to be on an even playing field with guns in mid range? Just switch your weapons to 2 guns when you are in an area that is more open.
    If you want sword to be better in mid range scenarios then make DG better in CQC and therefore remove the stun from the sword.

    So, your solution is just "drop sword and dg." I think you missed the entire point of making sword viable against dg. You also just suggested a nerf to a weapon that is still inferior to dg. On a side note of the stun: I don't understand why people complain about it. It is already massively nerfed to what it was on old sword.

  • @xg12im12eaperx sagte in Another Sword Rebalance:

    @insaiity

    Well you can't balance a weapon around the top tier players. If you make the sword as good as 2 guns used together, then it is basically a buff to everyone that uses sword so they can more evenly play against the top tier players, that put thousands of hours into pratice to get that good. It would reduce the skill gap even more.
    Also sure a good DG player can maintain distance but a good sword user with good movement can also close this distance.

    It doesn't take thousands of hours to be good at dg. In fact, it takes much more effort to be good with sword than to dg.

    I would have agreed with you that the sword is more skillful as DG and takes longer to master when it still had the xploit you could learn. Now DG is way harder just because of the simple fact that you have to aim and be pretty percise and fast with it to do any good.

    Also, yes you can and should balance a weapon based off what the top players are doing; they are the ones who define the meta because they understand the game the most. If you have some other ideas to make it a viable weapon for the top player, please share.

    No, not necessarily. You only have to balance stuff around pros if the normal community picks it up from them and also starts to use it the same way as pros use it.

    Just because DG is a very powerful weapon in the hands of very good aimers with quick reaction times, doesn't mean that it is that strong for everyone. It is only so good because the player is that good. That's how a skillgap forms, which is good. Better players should be rewarded for being better.

    Also you forget that you have 2 weapons on you. DG'ers make use of both their guns while you want to get the sword as strong as 2 guns used together. Snipe the DG'er first so he has to heal and then push him.

    You make the argument that sword is essentially two weapons.

    No you make that argument when you want sword to compete with DG. Sword is only a half of your arsenal so if you only use sword of course you are at a disadvantage at range.

    It only has that kind of damage output when up close. You have to get up close first, and with current mechanics, you are usually dead before that can happen (against the type of dg'er we are talking about).

    Well I play sword every couple matches even against good players and I can get close to them, especially on a boat. On land I can also do that but not on completely open spaces, there only sometimes.

    And that type of DG'er is pretty rare, there aren't a lot of top tier DG'ers left in the game because that puppet got them all banned, a lot also left because of the forever existing problem that's called hitreg.

    Almost all parts of every ship are CQC, except maybe the top deck of a galleon. Despite that the boat still has limitations so if your movement is on point you will be able to eventually force them into a CQC. Especially if you hit them with a sniper shot first, they most likely will seek shelter around the captains quarter, it is CQC there.

    A dg'er is going to stay top deck, where they have advantage, except to go downstairs to grab ammo. Even then, they have blundy for when a sword user gets too close.

    Well then take peek shots at them from the stair, or wait for them to grab ammo. They only have 10 shots and 5 food if they stay up there, eventually they have to come down. You also have a gun! Use it against the blunder. Stop trying to fight a shotgun with a sword, well stop trying if you are not good enough with the sword.

    The same can be said about the sword. If the sword user knows how to dodge and get close he'll win almost everytime in close quarter combat.

    I disagree. Again, sword is too buggy right now to be consistent, even in CQC. This is especially noticeable sword vs sword.

    Swords mayor problem lies in sword vs sword combat. Almost all the bugs that can happen happen there. But we are talking about sword vs gun so this doesn't matter.

    Proper movement can be done without relying on the block, as shown by many DG players. If you are good with strafing then hitting shots on you is quite difficult.

    Actually, no. Proper block jumps combined with regular jumps is what you need to move more sporadically (commonly called bunny hopping). Simply strafing from side-to-side is not enough against a competent dg'er (we are talking about people who regularly hit their shots).

    Then you probably haven't been in any high tier tdm's. Jumping will get you killed faster than you can think. Because the second you jump you will follow a certain path and land at a certain spot. Everyone with decent aim will hit you everytime. Almost never jumping and mostly strafing is the only consitent way of dodging shots in this game.

    And sure the block jump helps, but it is still not necessary because in tdm's Dg'ers don't have that either and can still dodge shots just fine.

    Dg players also have the advantage of consistently putting shots downrange; a sword player puts half as much shots downrange and that's with putting the sword away as well.

    Of couse you can't challenge a DG in a shoot-out. You tap him once and push while he's eating.

    Of course it is easier said then done, but you don't want the counter play to be super easy either. If they try to shoot you with the blunder then they will have to come closer. If you can then take the fight to a place where you have the advantage then you will win, but if you just go up to them to slice them then you will lose. Simple as that. You could also just use your secondary and shoot them twice from a distance.

    I'm not asking for the counterplay to be easy; I'm asking for the counterplay to be consistent and viable. In it's current state, the sword needs changes to achieve both.

    No it doesn't, it already has one, that's called good movement. If the sword gets in your face even once then 9/10 times it's game over for the DG'er, so of course it has to be at least a little bit hard for the sword to get into that position.

    Blunder is also the only other close-range weapon that can compete with the sword. There are 2 type of guns in this game. Long and short range. Of each there are two. Each have some kind of advantages and disadvantages. So of course sword will have trouble against blunder. And blunder will have trouble against sword if they even only miss one shot.

    Yes, but again, a dg'er will just maintain distance. Sword lunge is the sword's only form of mid range attacking power, so improving this will mean they can more effectively deal with a dg'er trying to maintain distance.

    Again, use your secondary, you have it for a reason. And there are so many obstacles on a ship, use them as cover to prep a sword lunge till the point of where the DG'er can't cancel you out of it anymore.

    Well it is also incorrect that the DG is meta. Normaly a meta starts because something is op (like the old DG exploit) back then it was a meta because a lot of people switched to it. Now some DG players switched back to sword and if not then it is just because they are used to that particular playstyle or because sword feels awful in comparison to before. If both ways are viable I wouldn't switch either because I spent a lot of time perfecting that one style.

    Additionally DG offers an option to not have to deal with the broken sword. So instead of buffing the sword how about just fixing the bugs that it has.

    First of all, dg IS the meta, plain and simple.

    Nope.

    You have literally argued why competitive players are using dg over sword, then argued "but sword is still the meta anyways." You are claiming one thing in your first breath and disproving it in your second.

    Not quite. I explained how meta usually forms and that in this case it's not like that. It's just plain preference.

    Next, sword is buggy and broken.

    Absolutely agree on that one.

    It heavily lacks consistency (something dg does not lack, even when accounting for hit reg).

    Ok that's just plain wrong. Do you even know all of the bugs that can happen while DG'ing.

    • Your sights can get glitched out in 3 different ways, depening on what gun you switch to.
    • The animations don't even match the slightes bit with the actual shooting when you switch.
    • HITREG (hitreg alone is a big enough problem for DG, sure in some rare cases it happens to sword too but guns only have limited ammo and take forever to relode. It affects them more often and more severly than sword.)

    Fixing block is part of removing that bugginess. Literally last night, I got off two hits with sword 3-hit combo against another sword user before they were able to get two hits off of their own. Under what should have happened, they would have still been prevented from attacking. I wouldn't even have been able to get off block until my animations finished. So again, block must be fixed.

    Yes I agree. But that is sword vs sword and not sword vs gun. I agree that sword has to be fixed, but that is something entirely diffrent than buffing it.

    Some competitive players use it. But first of all almost all competitive players look down upon the sword players because right now it is a skill-less spam weapon. And second of all DG is used in top tier crews not because of the DG aspect in itslef but because they have a team with great teamwork. It lets them stay at their positions like helm etc. and still help out their team at the cannons when a boarder makes it up the boat. The team shot/insta kill potential makes it so viable. You can't make the sword do the same because with sword you have to be up close to do dmg and it takes time to get to people.

    True, it does allow crew members to stay at their stations. But you also just pointed out time to kill is much quicker than the sword, which is one of my points.

    Yes it is so quick because 4 people shoot at you, if 4 people swing or lunge at you it is almost as fast depening on how big the gap is.

    Sword takes time to go after someone to kill, often longer than it takes to get off two shots from a dg'er or even just a well placed blundy.

    Yes it does, but when you get close you almost got a certain kill. That's the reward for it. You also are not limited by ammo.

    Lastly, m1 spamming is usually used because sword lunge involves too much risk to being killed with current mechanics.

    No because the sword right now has no depth and because for how easy it is to do it gets rewarded way too strongly.

    Sword is already strong enough if you are good with it. Most of the time you only have to get one lunge in to get the advantage (with wallbanging removed you can easily do that while seeking cover behind a mast), after that you chain lunge and can kill an entire crew pretty fast.

    Again, timing lunges properly is exceedingly difficult with the current charge time, especially against a full crew of competent dg'ers.

    Of course it will be difficult when you face 4 guns pointed at you. Do you expect to just easily kill a whole crew of competent DG'ers with sword?

    One shot, you are suddenly canceled.

    Only at at the beginning of the animation, at the point of no return it doesn't matter. That's why you usually prep your lunge behind cover and then just double lunge them. That's how you can kill a whole crew in seconds.

    You also are very vulnerable to getting hit while charging, even with wallbanging removed.

    Yes for the first charge you are, but after you hit that the enemies usually are disoriented and don't know your position exactly so you can already prep the next lunge and kill them pretty quick, even mutliple people at once. It is not super easy, and it shouldn't be.

    Well on the other hand the lunge has an insane hitbox so missing it is practically impossible.

    There is a fantastic range from side-to-side with the hitbox on sword, yes. However, with the current charge time, what it lacks is proper timing to effectively get off a sword lunge that will hit. This is why I suggested a reduction in the charge time. It shouldn't be a massive reduction; I believe even a slight one would be enough.

    If you play right then no. It is completely fine. But for the sake of argument let's say you give the sword that buff, you would make it even stronger in midrange while it already is super strong at close range. You then also should remove or nerve another feature to balance it out. Preferably close range, for example the stun, to make it easier for DG to fight them there.

    Also when people argue that the sword is too strong on boats atm, then sword advocates argue that it is a CQC weapon and the DG'er should switch weapons and stop relying on one combination or one gun all the time.

    What sword advocate argues that dg'er should switch to sword on a boat?

    If you look at any "nerf sword" post on this forum you will find at least 3 people on every thread that will argue this way.

    Sure, down below deck it might have an advantage (as previously discussed). But yet again, a dg'er can easily win that scenario too. They just need to maintain proper distance.

    Well, let's say the same about the sword then, you will easily win the encounter on deck if you just close the distance....

    To keep your distance you will have to try to get away from the sword user, below deck it is already quite narrow and he will try to close the gape, probably with running, so each time you stop running and try to aim and shoot the sword player gets closer and closer.
    It's the same for top deck. Every second you don't run away, the sword player gets closer. Keeping your distance is as difficult as closing it, if not more difficult. And that's how it should be. (I'm talking about strictly boat combat here.)

    Running sniperblundy and you win the up close encounters as well.

    But then the sword user can challenge the DG'er to a shoot-out because both have only one viable gun for ranged combat, so it evens it out.

    Now I can say the same. Why do you want sword to be on an even playing field with guns in mid range? Just switch your weapons to 2 guns when you are in an area that is more open.
    If you want sword to be better in mid range scenarios then make DG better in CQC and therefore remove the stun from the sword.

    So, your solution is just "drop sword and dg." I think you missed the entire point of making sword viable against dg.

    It already is in the right scenarios. No matter what you do, on open space the 2 guns will always be superior until they run out of ammo. To fix that you would have to give the sword a teleport to player option. Even with your reduced lunge time a DG'er can still fight you without even being in lunge distance. So this buff would basically only make the sword even stronger on boats.

    You also just suggested a nerf to a weapon that is still inferior to dg.

    It's is not if you play it right. Sadly almost no one wants to pick up again because it is broken. Fix the bugs and then let's see if it needs any buffs.

    On a side note of the stun: I don't understand why people complain about it. It is already massively nerfed to what it was on old sword.

    Yes it is nerfed, but before there was a more severy penatly for missing swings. So if you would've just swung your sword mindlessly then you would get penalized. Now there is next to no penalty for missing a swordswing. That's why the stun is too strong. There is no downside to keep swinging until you backtrack someone into a stunlock.

  • Another annoyance with sword fighting last night. Hit a player first and of course, he then hit me. Neither of us were stunned so my second hit landed as well, followed by his second hit afterward. THEN OF COURSE I get stunned, his 3rd hit connects, and because I started that trade with 70 health, I DIE!

    Like I and many others have said. The sword doesn't need a nerf, it needs fixes to multiple issues. One being that sword trading is still most definitely a thing and has been made worse now due to stun being there but not actually reliable. I don't care if a player's sword is 1 inch from my body. If someone connects first, that should immediately cancel the other players sword attack for the stun. That or take it out of the game play completely so I know I need to throw up a block and create distance after each slash.

  • @kommodoreyenser dijo en Another Sword Rebalance:

    The sword doesn't need a nerf, it needs fixes to multiple issues.

    Yes.
    The sword rn is broken. everything about it just works very jerky. Hit confirms are weird, block is messy, the combo feel like fighting with huge ping.
    it doesnt feel right at all, a rl fight with sword might help to code this a little better because... even by looking at a sword fight ingame, it doesnt feel very pretty.

    Idk how was the sword before.

  • @xg12im12eaperx

    1. Sword lunges are pretty fine as it is, decreasing the timer is not really needed. It is a risk, reward aspect... though a way to cancel the charge up would be nice.
    2. I agree that blocking needs to be priority - hit registration issue, as well as be given a better arch vertically.
    3. The damage shouldn't be decreased as this is what made it ok versus double guns.

    The fact that a double gunner that is good will remain the top sea dog cannot be seen as a problem, range beats melee. That is just a simple fact in games, yet the damage increase made it so the double gunner cannot tank the sword wielder anymore. This means a sword user stands a chance, mistakes can be punished and is where it should be in my opinion.

    While I do believe swords could use more skill elements, most would just improve the sword on sword combat.

  • @xg12im12eaperx but reverting the damage is like the only buff the sword got that was a good counter to double gunning in CQC

    it was the 20 damage that made double gunning meta because it allowed double gunners to mess up alot

    meaning if they messed up its okay they can just tank the hits and jump away and eat

    now those mess up oppertunities have lowered because they cannot take as many hits from it anymore

    meaning they will have to adapt to the situation as it should be

    now if you ask me i do not support the idea of having one set of weapons do really good at every encounter and situation

    before the buff double gunning dominated long range mid range and close ranged

  • @jollyolsteamed I like the damage where it is too. I only suggested it as a form of counter balance to the changes I suggested. Also, I believe dg has much more coverage than sword because they are able to maintain distance (or should be, assuming they know what they are doing). Heck, even at close range, dg still has blundy.

    @CotU42 I do like your suggestion about canceling the lunge. I think that could be great addition. Also, block being fixed should be a priority over a sword lunge charge decrease. Again, these are simply suggestions that I came up with, mainly to get the ball rolling with a topic I'm passionate about.

  • @baronbrr said in Another Sword Rebalance:

    i want no reloading while jumping. that'll be a huge nerf to gun mobility overall.

    Why nerf gun mobility when they already gave you a 4 hit weapon? If they keep adding nerfs to double gun or guns in general the whole PVP will just be M1 spamming which it already is almost.

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