“It’s time to nerf the sword in Sea of Thieves”

  • I genuinely think it’s time for Rare to take a serious look at the sword’s balance in Sea of Thieves. Right now, it’s simply too powerful in too many situations, and it’s hurting the diversity of combat and overall PvP balance.
    1. Spam-friendly with low risk: The three-touch combo is way too easy to execute and dishes out heavy damage fast, without leaving much room for counterplay. Compared to other weapons, there’s almost no punishment for missing or misusing the sword. Most fights come down to who can spam the fastest.
    2. Lack of effective counterplay: The sword lunge is both a massive damage-dealing move and a free mobility tool. It’s hard to dodge and even harder to punish properly, unless you get lucky or catch someone completely off-guard.
    3. Weapon imbalance: The flintlock and blunderbuss require careful aim and reload timing, while the sword allows for nonstop pressure. That’s why most experienced players rely on the sword plus one gun, making other weapon loadouts feel less viable.
    4. Dominant in tight spaces: On ships or in forts, the sword is nearly unbeatable. Its speed and reach make it almost impossible to defend against in close quarters, especially considering the game’s netcode isn’t always perfect.

    👉 A fair nerf could involve slightly increasing the cooldown between swings, shortening the lunge distance, or reducing the stun-lock effect. That way, swordplay would still be viable, but it would require more timing and decision-making.

    I’m not saying the sword should be useless — far from it — but as it stands, it overshadows most other playstyles, which goes against the spirit of a game that thrives on variety, creativity, and teamwork.

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  • I agree, he should make sure that there is only one sword player per crew. The weapon is much too strong in addition to being bug with completely abused and dubious hitboxes and too high a cadence...

  • The sword has been looked at plenty and it's in a pretty good place right now.

    1. Use the sword block and the jumps to avoid damage and jump through players.
    2. Damage the person charging up for a lunge and they stop immediately.
    3. Get distance to relieve pressure
    4. Being dominant in tight space is basically the entire point of using the sword.

    The only issues are sometimes when fighting someone with a sword their combo doesn't get interrupted like it should, and they should just make the block-hold standard charge up movement which would open that button up for potential future alternate moves.

  • @ishigami3659 said in “It’s time to nerf the sword in Sea of Thieves”:

    I genuinely think it’s time for Rare to take a serious look at the sword’s balance in Sea of Thieves. Right now, it’s simply too powerful in too many situations, and it’s hurting the diversity of combat and overall PvP balance.

    1. Spam-friendly with low risk: The three-touch combo is way too easy to execute and dishes out heavy damage fast, without leaving much room for counterplay. Compared to other weapons, there’s almost no punishment for missing or misusing the sword. Most fights come down to who can spam the fastest.
    2. Lack of effective counterplay: The sword lunge is both a massive damage-dealing move and a free mobility tool. It’s hard to dodge and even harder to punish properly, unless you get lucky or catch someone completely off-guard.
    3. Weapon imbalance: The flintlock and blunderbuss require careful aim and reload timing, while the sword allows for nonstop pressure. That’s why most experienced players rely on the sword plus one gun, making other weapon loadouts feel less viable.
    4. Dominant in tight spaces: On ships or in forts, the sword is nearly unbeatable. Its speed and reach make it almost impossible to defend against in close quarters, especially considering the game’s netcode isn’t always perfect.

    👉 A fair nerf could involve slightly increasing the cooldown between swings, shortening the lunge distance, or reducing the stun-lock effect. That way, swordplay would still be viable, but it would require more timing and decision-making.

    I’m not saying the sword should be useless — far from it — but as it stands, it overshadows most other playstyles, which goes against the spirit of a game that thrives on variety, creativity, and teamwork.

    It's a piece of metal that's razor sharp and it cuts into you. Nerfing it is unrealistic.

  • @critical-hazes said in “It’s time to nerf the sword in Sea of Thieves”:

    I agree, he should make sure that there is only one sword player per crew. The weapon is much too strong in addition to being bug with completely abused and dubious hitboxes and too high a cadence...

    Absolutely not…

  • @f3arm0d3 If we go with that logic, a sniper bullet should one-shot, otherwise it’s not realistic...

  • @f3arm0d3

    unrealistic ? And the shotgun which is normally a merciless melee weapon so why doesn't it kill anymore, the same for the sniper whose faculty is power. Why always justified by realism when the game has unrealistic things (which is not a problem for some)

    i really want to see your answer.

  • (Cutlass/EoR main)

    The main things I think need addressing with the cutlass are 1) being able to cancel the lunge with an interaction, and 2) making it feel more responsive.

    The intention is that doing a lunge is a risk-reward manoeuvre, so being able to negate that by grabbing something shouldn't be a thing. I think the patch for this is to remove the possibility of interactions once the charge up begins, not after.

    When I say "making it feel more responsive", I'm talking about making it closer to one-to-one with button presses. It won't be possible to make it perfect, as animations still need to occur. However, I think there's room to speed up the attacks and reduce the damage per hit to compensate, keeping its DPS the same more or less. Part of why the attacks are spammed is that it doesn't feel immediate and you are effectively "queueing" swipes.

    They could also make it so a combo is more about timing additional swipes on the backswings (with visual and audio cues for windows), which I think would add more depth to sword play.

    For similar reasons, I would love parry and riposte moves added. Against other cutlass users this would break their combo, stun and open them up for attack. Against projectile weapons, I could see this being used to ricochet the projectile back in a random trajectory (imagine the chaos of it hitting a keg, for example!).

    The cutlass is the quintessential pirate weapon but it has its weaknesses and there disadvantages to choosing it. It's a CQC weapon that lacks any substantial range. If the lunge is messed up, you are incapacitated for a non-insignificant time (again, I agree interactions need fixing here).

    TL;DR - I don't think the cutlass needs to be "nerfed", just some fixes, but I do think there is also room to improve its gameplay and depth.

  • I genuinely think it’s time for Rare to take a serious look at the sword’s balance in Sea of Thieves. Right now, it’s simply too powerful in too many situations, and it’s hurting the diversity of combat and overall PvP balance.

    so powerful it is, many DG players wont use it because it so powerful.... :/

    Lack of effective counterplay: The sword lunge is both a massive damage-dealing move and a free mobility tool. It’s hard to dodge and even harder to punish properly, unless you get lucky or catch someone completely off-guard.

    Good damage, easy to also dodge and avoid, you can see when a player is charging up, leaving them also Unable to move...and easy prey. If they miss? They take a breather, leaving them once again. Defenseless. Blunderbombs are good counter.

    The flintlock and blunderbuss require careful aim

    Umm. No? Have you not encounter the "skillfull" DG? They pop those things off and always tend to hit the target. Blunderbuss is also more of a wide shot, no aiming required.

    That’s why most experienced players rely on the sword plus one gun

    "experienced players" I have never met another sword user unless they are goofing around.

    On ships or in forts, the sword is nearly unbeatable.

    Yup. Seem to be best weapon for tight fights. But they tend to hit everything...even corners.

    I’m not saying the sword should be useless

    Seems you want it too be, but it rarely used in actual combat besides against NPC

  • @realstyli said in “It’s time to nerf the sword in Sea of Thieves”:

    When I say "making it feel more responsive", I'm talking about making it closer to one-to-one with button presses. It won't be possible to make it perfect, as animations still need to occur. However, I think there's room to speed up the attacks and reduce the damage per hit to compensate, keeping its DPS the same more or less. Part of why the attacks are spammed is that it doesn't feel immediate and you are effectively "queueing" swipes.

    It does take way too long to register, leading to button spam, but I don't think the DPS would need to be change just the slash start needs to happen much closer to the button press and they can lengthen the backstroke/follow through to compensate for the shift.

    They could also make it so a combo is more about timing additional swipes on the backswings (with visual and audio cues for windows), which I think would add more depth to sword play.

    For similar reasons, I would love parry and riposte moves added. Against other cutlass users this would break their combo, stun and open them up for attack. Against projectile weapons, I could see this being used to ricochet the projectile back in a random trajectory (imagine the chaos of it hitting a keg, for example!).

    I don't know if these are feasible. I seem to remember, Drew I think?, responding to something like this on the forums that doing timed response actions like a riposte would be difficult to do or not reliable enough to be worth implementing.

    The backswing thing might be possible though, since it would be based on your animations and not relying on other player actions, kind of like the minigame they have with Fortnight melee to take down trees and stuff.

  • I disagree. I think the sword is perfectly balanced and needs no changes.

  • The sword is pretty good right now. Have you tried sword against a player eating pinapples? It's pretty much useless and most players are eating them when boarding.

    Does not need changes.

  • You can shoot your blunderbass TWICE without eating while person hitting you with a sword non stop. If you cant do that, its not a sword problem really.
    Sword is the weakest weapon and i personally stopped using it even for PvE long ago as soon as throwing knives and blowpipe were introduced. It got the lowest damage, hitting 25 points feels really bad both in PvE and PvP, its just for those who struggle with aim. Skilled hands with guns will always beat skilled hands with sword. Also you never gonna kill person with sword who got 5 pineaplles. To defeat sword just run away, distance from it and shoot the guy. Never go below deck as you wont run away that easily. Sword got the worst feedback and least enjoyeable weapon in this game. Swordlunges in PvE very often getting interrupted by skelly blunderfarts which makes gameplay experience with it even more poor.

    Sword is good for those who want it. As an endgame PvE\PvP tool its generally utter garbage.

  • @d3adst1ck

    Aye. A lot of what I wrote is just wishful thinking. I figure anything that requires low latency would be almost impossible in the game.

    When I'm talking about the responsiveness, it's more about how you can queue up a combo during the first swing and the game just carries out the additional swings. You can see this if you press 3 times rapidly and stop but the game continues with the combo. That doesn't really feel satisfying because there's a disconnect there.

    Basically, if there was a need to time your additional swings to combo them, that I think would feel better. Maybe a perfectly timed 3-combo would also do additional damage on the third successful hit (perhaps make it more of a jab for that one - fronthand swipe, backhand swipe, foin).

    As a cutlass user, I just wish there was more depth to the actual swordplay beyond the movement boons (block hops and lunges).

  • Never mind the fact that the sword is the shortest range and lowest base damage and shortest range weapon in your arsenal with the ability to be countered by simply swapping to it or keeping your distance. Its too powerful against ranged weapons that dont have to be near the sword user!

    I have watched people argue about sword/gun balance for years, but the fact that both sword and double gun users before the balance was shaken up the last few seasons, claimed the other to be too powerful, shows that the 2 were, and still with how the debate goes on, still are balanced, save for the double barrel, that thing is beyond saving.

  • the sword is awful, once you learn good movement dying to a sword is very hard. in a 1v1 between a good player with a sword and a good player with double gun, the player with double gun will win almost every time as long as they hit their shots. sword definitely doesnt need a nerf coming from someone who never uses it.

    1. Spam-friendly with low risk:

    The risk is being shot.
    Or bombed.

    Lack of effective counterplay:

    The counterplay is being better at melee.
    Or shooting them before they get close.
    Or bombing them before they get close.

    Weapon imbalance: The flintlock and blunderbuss require careful aim and reload timing, while the sword allows for nonstop pressure.

    So you're just making up stuff to ask for sword nerfs.

    Dominant in tight spaces:

    I mean, you could shotgun them.
    Or pistol them.
    Or bomb them.
    And it SHOULD have some power in close-range, because it's a close-range-only weapon.
    But sure; It somehow dominates in tight places because you need a reason to ask for nerfs.

    I’m not saying the sword should be useless — far from it — but as it stands, it overshadows most other playstyles

    No, no it does not.


    The entire post reads as 'Someone killed me with a sword, so nerf it'. Because you have to ignore literally every other weapon existing to claim it's somehow magically better than a gun.

  • I think it be feelin' more powerful lately because of "food reg". Tibia honest I don't even think it's "food reg" and actually be a change to havin' to complete the food animation because it not be happenin' once in a while. It be every single time. I cannot finish eating before bein' combo'd by a sword combo so the sword just negates eatin', stun's ye from tryin' to run.

    Make sure to use a blunderbuss against sword to knock them away be me best advice. It works really well and if not then just swap to sword to block. Most pirates be bad with a sword and spam instead of block and angle attacks above or to the side. Ye got this!

  • @ishigami3659 said in “It’s time to nerf the sword in Sea of Thieves”:

    @f3arm0d3 If we go with that logic, a sniper bullet should one-shot, otherwise it’s not realistic...

    It can sometimes take more than one bullet to kill depending on where you hit.

  • @xdragonman15558 said in “It’s time to nerf the sword in Sea of Thieves”:

    @ishigami3659 said in “It’s time to nerf the sword in Sea of Thieves”:

    @f3arm0d3 If we go with that logic, a sniper bullet should one-shot, otherwise it’s not realistic...

    It can sometimes take more than one bullet to kill depending on where you hit.

    Not only that, if he realy believes you should be able to one-shot with the EoR because it is possible in reality, he should have also called for:

    • the EoR to be useless in close combat, because you wouldn't be able to effectively use that for close ranges
    • the sword to be able to kill with just 1 slice, since that is also very much possible IRL
    • the EoR to reload way slower, because IRL it would easily take 30 seconds or more to reload that thing

    Let's be honest, his whole 'ask' was just to make the EoR OP compared to the sword, even in close range where the sword should have the advantage. It has nothing to do with reality.

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