@roxahz is kind of right here, no weapon should be able to one shot. The blunderbuss should be about defending, a large knockback is enough to make it viable. This will push a sword user away and knock someone off your ladders similar to how a blunderbomb works and look how viable they are. All the weapons need a rework in all honesty. The weapons are supposed to be balanced with each other, if one match up is more common among skilled crews, then something is wrong with the balance.
Bluderbuss
@roxahz I don't believe there is any while keeping the current projectile based model. In the game as it stands, we'll always have some sort of hitreg problem. And nerfing weapons won't change a thing.
It's not even that I'm against a Blunderbuss nerf from a personal gameplay standpoint, I use either EoR/Cutlass or EoR/Flintlock (and Blunderbombs ofc). I just find that rendering it strictly worse than the EoR is appalling design. It doesn't do anything regarding hitreg, all it does is shifting the frustration from hitreg'ing with a Blunderbuss to hitreg'ing with the EoR/Flintlock. It's just shrinking player's choice for no benefit.The issue at hand isn't that sometimes the Blunderbuss OHK and other times it doesn't. You'd have that even without hitreg because it's part of the weapon's design (and it's fair design as a trade of for OHK). The issue is that sometimes weapons should hit, show that they've hit, but ultimately don't. That has nothing to do with the Blunderbuss damages or its RNG design at any distance beside very closed range. If you'd want to nerf the blunder imo, you'd better look at its optimal range (making it shorter for instance). Personnaly I find it ok as it is but anyone is free to disagree.
@a10dr4651 a dit dans Bluderbuss :
@roxahz is kind of right here, no weapon should be able to one shot. The blunderbuss should be about defending, a large knockback is enough to make it viable. This will push a sword user away and knock someone off your ladders similar to how a blunderbomb works and look how viable they are. All the weapons need a rework in all honesty. The weapons are supposed to be balanced with each other, if one match up is more common among skilled crews, then something is wrong with the balance.
The thing is, if you can already knock back someone with a blunderbomb, why do you need a blunderbuss if it doesn't bring anything more to the table ?
If a Blunderbuss does 70% damage it would take the same amount of time to kill someone using EoR / Blunderbuss than it would take with EoR / Flintlock. Why sacrifice range for the same outcome ? For the knock back you'd have access to regardless ?If really what you want is a nerfed Blunderbuss, at least take out the blunderbombs from the throwables so the weapon would have a reason to be used.
I personnaly disagree with the premise that no weapon should One Hit Kill. But there it's just a matter of preference.
@roxahz said in Bluderbuss:
@sweetsandman exactly and only one weapon allows one shot kills sooo….
But like...how does nerfing it fix anything?
I mean if you don't like one-shot-kill that's fine just say it...but nerfing it because the game has server problems makes literally no sense.
@grog-minto
Kindof overlooked the bit that all weapons should really be reworked.Personally I think if the damage got cut, the blunderbuss could use a bit more range. That way the sword has more of a place, and the range of blunderbombs is offset by their lower damage.
@grog-minto again why I stated even if it does 90% damage, but again part of my arguement is Everyone uses a blunderbuss. This would add variety to weapon use as you just stated, again proving people would use the other weapons.
@sweetsandman what would you suggest then? Another on this post said to buff the other weapons and hit reg has been an issue since the early days of sea of thieves, and as I have already stated the devs hav been looking into hit scan, and I only have meant it to be a temporary fix until the devs can make a better solution as I would hate a switch to hit scan, I’m not opposed to a one shot kill blunder as I have already stated previously but in the games current state with hit registration not being fixed having a one shot weapon leads to more frustration then not.
@grog-minto I never gave a figure of 70%. I don't want to give an exact figure because any changes will have other effects which would need testing and balancing. My reasoning though for changing the one shot blunderbuss is for positive gameplay experiences. When you are being spawn camped, which weapon is it that kills you on respawn? The blunderbuss. Its the weapon that enables this. SoT would really benefit from longer PvP combat. Just nerfing damage doesn't remove hit reg, but hit reg is worsened "during intense combat". Slowing down the combat could potentially combat this. The quick combat and deaths within seconds is what frustrates the majority of players who are not in the top echelon. Slowing it down gives players more time in combat, more time to learn, more time to escape and will reduce insta deaths. At the end of the day, we aren't playing a competitive shooter, its a pirate game with a wide range of player types and skills.
@scheneighnay a dit dans Bluderbuss :
@grog-minto
Kindof overlooked the bit that all weapons should really be reworked.Personally I think if the damage got cut, the blunderbuss could use a bit more range. That way the sword has more of a place, and the range of blunderbombs is offset by their lower damage.
Should they ? Maybe. But how does it relate to hitreg issues ? That's the premise of OP : nerfing Blunderbuss damage as a temporary fix for hitreg induced frustration.
How would nerfing damage and increasing range of effectiveness do that ? I don't believe that it would. It would definitely cut on the frustration of being OHK, but that has nothing to do with hitreg.@roxahz a dit dans Bluderbuss :
again why I stated even if it does 90% damage, but again part of my arguement is Everyone uses a blunderbuss. This would add variety to weapon use as you just stated, again proving people would use the other weapons.
Everyone doesn't use a blunderbuss (I don't). But I agree that it's widely used and while I find it ok overall (and a byproduct of the worse hitreg of the flintlock), you could definitely nerf it's effective range (making it strictly a defensive weapon) without me batting an eye. But I fail to see how it is related to hitreg. Even without it at suboptimal range there would be RNG by design.
@grog-minto to that same arguement why would anyone use a sword if the blunder one shots and you can’t block the bullets make the sword useless in the process. But if you can’t see how a one shot kill gun in a game with bad hit registration is overall bad for the game. Then we are just running in circles. Yet you can’t think of any possible solution to the issue, yet sit here and lobby that there doesn’t need to be changed. And you say the shotgun has sub optimal range yet ent to see the ranged needed and not the damage? Lol you are contradicting yourself there bud.
I mean I don't see anything wrong with a OHK weapon. It's inconsistent just like every other weapon.
While I don't thing any changes are really needed...here's an idea if you really want to dive down that rabbit hole...Instead of nerfing any weapons, buff player health. Maybe 110? 120? 130?
It nerfs every weapon equally while maintaining the balance of each weapon.
@sweetsandman because that would render the flintlock completely useless while still merging the blunders one shot capability
@roxahz said in Bluderbuss:
@sweetsandman because that would render the flintlock completely useless while still putting a nerf to the blunderbuss one shot capability
@roxahz Fair enough. Though, at 120 health, EoR/Flintlock would be mighty powerful.
I still don't understand the notion of nerfing the blunder because of hitreg. So not only would it still suffer inconsistencies, it would do less damage? How is that even temporarily improving the game at all and reducing frustration with hitreg?
Frustration is an element of every weapon. In fact, the flintlock suffers the worst hit registration issues in the game and it's not even close.
My suggestion? Improve server performance by retiring old/dead content. IMO, there's way too much content all running simultaneously.
They eliminated Arena because it only attracted 2% of the play time of the community...SURELY there's stuff in Adventure that sees less attention than that.
@a10dr4651 a dit dans Bluderbuss :
@grog-minto I never gave a figure of 70%. I don't want to give an exact figure because any changes will have other effects which would need testing and balancing. My reasoning though for changing the one shot blunderbuss is for positive gameplay experiences. When you are being spawn camped, which weapon is it that kills you on respawn? The blunderbuss. Its the weapon that enables this. SoT would really benefit from longer PvP combat. Just nerfing damage doesn't remove hit reg, but hit reg is worsened "during intense combat". Slowing down the combat could potentially combat this. The quick combat and deaths within seconds is what frustrates the majority of players who are not in the top echelon. Slowing it down gives players more time in combat, more time to learn, more time to escape and will reduce insta deaths. At the end of the day, we aren't playing a competitive shooter, its a pirate game with a wide range of player types and skills.
You didn't, OP did. I assumed that you were talking in the context of the initial message, I shouldn't have, sorry about that.
Spawncamping and new players relationship with it is a thing in itself far beyond the scope of this particular topic. I don't think that it would feel better to get spawncamped with a EoR shot then 2 slash of cutlass (locking them in place) instead of the Blunderbuss but that's a matter of opinion, you could definitely be right. What I am arguing tho is that a blunderbuss without the ability of OHK wouldn't be worth using at all and that would be as good as removing the weapon from the game.@roxahz a dit dans Bluderbuss :
@grog-minto to that same arguement why would anyone use a sword if the blunder one shots and you can’t block the bullets make the sword useless in the process. But if you can’t see how a one shot kill gun in a game with bad hit registration is overall bad for the game. Then we are just running in circles. Yet you can’t think of any possible solution to the issue, yet sit here and lobby that there doesn’t need to be changed. And you say the shotgun has sub optimal range yet ent to see the ranged needed and not the damage? Lol you are contradicting yourself there bud.
You would pick the Cutlass for the same reason as I do : mobility. It is the only source of extra mobility in the game (while there is two sources of Knock back) : lunge, hop and moving through opponents.
I don't say that hitreg shouldn't be addressed. I'm saying that your particular proposition would not address the issue and be worse than what we already have. My issue with your proposition is that it is a bad one. Change for the sake of change isn't always commendable.
When I say that the Blunderbuss has optimal and suboptimal range, it's in relation to its OHK potential. At close range, it can OHK, at mid/long range it cannot, in-between it is RNG. You can adjust the optimal OHK range, so it put more risk on the player if he wants to guarantee the OHK, without killing the weapon. You can't nerf the damage while keeping the weapon relevant in my opinion.
Again : if you feel that the blunderbuss should be removed from the game (or rendered useless enough that it achieve the same result), it is fair game. But saying that the weapon would still be used if it was a worse of EoR or that it would address a particular issue with hitreg, I disagree.
The blunderbuss is fine as is - only capable of a 1-shot kill at incredibly close-range when all 10 pellets hit. When it doesn't, you can still get anywhere from 0-90% damage, which is an incredibly wide range (which incidentally also makes it a great support weapon for finishing off weakened opponents). It's also great for countering boarders, or countering enemies with limited mobility options or that are in tight spaces, like a ship's interior.
Also, it's worth noting that I have personally figured out that there are over 30+ different ways to avoid getting 1-shot by this weapon, and there are still pirates asking for it to be nerfed? Please...
If you see it, back away or side-step, and you will survive it.
Hit-reg should never be a factor when balancing weapons because it's not a weapon issue; it's a networking issue. Fixing one does not fix the other; it would only make weapon balance unnecessarily worse.
Head-shots were never a consideration upon the Sea due to cross-platform balancing; it's 1 less thing PC pirates will have over console pirates. Also, not really a shooter at it's core - that's just 1 aspect of the gameplay.
Respectfully disagree. The entire point of a shotgun in any game, is to be a danger-close weapon where the closer you are, the more likely you'll 1-shot-kill, and where damage falls off the further away you get. If there was any sort of change/nerf to the blunderbuss, it would simply become useless and no one would use it.
The only change I could see working, would be a slight knockback reduction, but nerfing the damage is not the answer. As it is right now, the blunderbuss is only viable and effective on land, or on ships. Blunderbuss is practically useless underwater, and at distances, if players properly prevent gap closing. The other 2 weapons both function underwater, and have realistically no trade-offs, aside from effective range.
So no, thank you. The blunderbuss does not need any nerfs, or changes in my opinion. Instead, I think players need to properly learn to prevent gap closing, and generally learn where BB is effective, and where it's not. We don't need to cripple an already disadvantageous weapon; the one-shot-kill is quite literally all the blunderbuss has going for it, as all shotguns do.
@kadaj1991 said in Bluderbuss:
What needs to be fixed is the double gunning this to this day has not been fixed, I agree Blunderbuss is a inconsistant damage which makes no sense at this moment in time half the time the game isnt playable due to this
anyone that thinks "double gunning needs fixed"
the answer is navalthe amount of encounters with crews that have very skilled boarders and deck pvpers are going up but the amount of skilled naval crews isn't
many pvpers have become very comfortable in the complacency of boarding pvers and easily taking them out
strong and improving naval leads to a lot of victories against a lot of crews that are entirely focused on camping
@kadaj1991 said in Bluderbuss:
They need to add a bleed effect with the sword because its just has a lack for everything compared to the guns
👆 Trying to fix that which doesn't need fixing because... Ignorance.
It's the only standard weapon that:
- doesn't need to reload
- doesn't need to aim
- can block
- can dodge
- allows you to pass through enemy
- doesn't need to have enemy in front
- can hit multiple enemies
- can combo
- prevents you from being cornered or surrounded
- can charge
- can get you places faster
...and more.
@galactic-geek as which you agree that it’s more common place in pvp situations to be use as with double gunning again which I address in my OP so why does it need to be a 1 shot l? If that’s the case the eye of reach might at well one shot and make it so it takes longer to ads.
@valor-omega to that point and with that logic the eye of reach should be a 1 shot at long range with an increase in time to ads as a sniper in dangerous in any range as it can blow off limbs, again this is a game not real life and the blunderbuss has other way of being viable without needing to a one shot kill.
@grog-minto it wouldn’t make it worse then the eye of reach but more so make a flintlock more viable which in turn a nerf to ads speed would also be great on the eye of reach but again even in your arguemen the suboptimal range/ optimal range honestly holds weight when the servers actually are working and hit registration isn’t a problem anymore with this game, again as I have already address multiple time as of right now in game you can shoot someone from the same distant they shoot you and still not kill them, yet you die and vise versa same can happen to them due to bad hit reg making it a game of luck if I kill someone’s or not, it shouldn’t be a guessing game of relying on a OHK lol
No right now all the weapons have a good spot in the meta except for flintlock (however I think it's the most fun) tbh.
Sword is mandated for high level bilges as it gives you insane mobility in water below deck, in addition it is very strong when boarding to be able to camp captain's quarters and below stairs on brig. Not counting it also is the best PVE weapon in the game and adds great water mobility with sword lunge allowing for other boarding options.
Blunderbuss pairs great with both EoR and Sword for defending against boarder and camping (as discussed with sword). In addition blunderbuss is the only weapon to counter sword. Blunder knock back is less consistent than the 1 shot, also if a blunder player manages to line up for the 1 shot against sword who has block jump as an option they deserve the win. Most of the time you need to blunder + EoR which if you are hitting both shots you definitely should be beating sword alone.
Eor+ blunder is great for top deck combat and defending from boarders letting you kill them on ladder and it water easily.
Flintlock tbh sees little to no play in high level PVP due to is getting outshined by the EoR is most situations due to the added lethality. It's very common to be getting 1 shots with the EoR since players are less likely to prioritize healing at 70% HP than at 50%. It is a tonne of fun though and my go to for water and land combat paired with the EoR. Also sword + flintlock is definitely the fastest loadout in the game making it a tonne of fun and flashy for streamers to use. However does not shine particularly well in any PVP situation.
@roxahz said in Bluderbuss:
@galactic-geek as which you agree that it’s more common place in pvp situations to be use as with double gunning again which I address in my OP so why does it need to be a 1 shot l? If that’s the case the eye of reach might at well one shot and make it so it takes longer to ads.
I, and others, have already explained why it has/needs to be a 1-shot capable weapon. If you can't accept that answer based upon facts, then the problem lies with you - not with the weapon (and therefore, it doesn't need to be "fixed" as you seem to think it does).
@roxahz a dit dans Bluderbuss :
I have already address multiple time as of right now in game you can shoot someone from the same distant they shoot you and still not kill them
And I have addressed multiple times as well that this is the intended design of the weapon at less than optimal range. Hitreg only disturbs that intended design at optimal range as it does for every weapon (Flintlock being most impacted). Even without hitreg, their will still be a guessing game at any other range than point blank.
Imo your problem isn't with hitreg, it's with an OHK weapon existing in the first place with RNG as a balance mechanism.
@roxahz My point is that in quite literally every other game, shotguns are typically one shot kills. Why should it be any different in this one?
Please enlighten me at how blunderbuss can be viable without 1-shot kills, I am very curious to hear. Because as I see it, it's a wet noodle otherwise. You have 10 pellets per shot, each pellet dealing 10% damage. I don't know the exact effective range, but past a certain point, the gun becomes useless (as evidence by people that try to blunder snipe). Blunderbuss is also useless underwater, unless you're right up next to a player (or shark/meg/kraken).
So we have a weapon in which the damage falls almost completely off at any range past a few feet in front of the player, and where bullet travel underwater with the exception of point blank, is entirely impractical. There is quite literally no other reason to use the blunderbuss, if not for the one-shot-kill.
