As of the most recent updates, solo play has become increasingly more difficult as new additions create new advantages for larger crews. I feel as though Rare doesn't fully understand the fundamentals of PvP in their own game, thus making poor judgments when it comes to making changes.
For starters, I'd like to introduce myself to establish an idea of the perspective from which these ideas originate. I am what many would consider a veteran player. I first started playing SoT shortly before the release of seasons, and I quickly found myself learning PvP in Arena after getting burned out grinding PvE. Since then, I have primarily focused on solo sloop PvP. When I'm not hourglassing, I tend to interact with other players, hunt reaper emissaries, and provoke fights. It's through my experiences with fighting bigger boats for such a long time that I've noticed significant changes to sloop PvP that I feel as though make soloing a less viable method of fighting. My biggest concerns surround the harpoon gun and blunderbuss, with some smaller grievances around bonecallers and reaper chests.
- The harpoon gun gives larger crews a significant advantage over smaller crews, especially solos.
The harpoon gun is by far my biggest gripe about recent updates; any crew that has a harpoon boarder against a solo is a nightmare to sink. To understand exactly why, you need to understand that boarding is about distraction and soloing is about time efficiency. Before the harpoon gun change, if a boarder got on the ladder, the time it took to respond was trivial. A quick blunderbomb or a single blunderbuss shot instantly solved the problem with minimal time wasted and minimal distraction. Now, the story is different; not only does the harpoon gun increase the boarding radius, thus making boards happen more often, but after the solo knocks them off, they have 5 more opportunities to board again! Now, after knocking the harpoon boarder off, the solo can't go about being efficient with other tasks; the mere threat of the second board causes enough distraction to waste more of the solo's time defending against the same boarder. It's debilitating to the solo; 100% of the crew is distracted by someone in the water. It wastes precious time. For example, if I'm spiraling a bigger boat, I'm having to deal with the same boarder over and over and over again instead of punching holes, sending chains, and denying the other crew their cannon line, wasting even more of my time fixing avoidable repairs and turning winnable fights into exhausting slogs. I should add that spiraling is especially difficult because the spin of the boat exposes more ladder to the boarder, giving the boarder an additional advantage during the crucial part of ending a fight.
In addition, the Harpoon Gun can effectively one-shot a solo at range. If, for example, I peek to snipe the boarder from the water, they can yoink me off the boat, which is oftentimes WORSE than dying. I've sunk too many times from being yoinked off my boat by a dude in the water.
The Harpoon Gun also allows boarders to hit the top of the ladder, which reduces reaction time. Once the boarder is up and the anchor is down, as long as the boarder is alive, the solo is paralyzed.
All this to say, the harpoon gun is broken against solos, to say the least.
- The Blunderbuss change was not an adequate balance for the Harpoon Gun, and the increase in damage dropoff and spread has hurt its potential as a weapon.
Rare's solution to the addition of the harpoon gun was to turn the blunder into a leaf blower to knock boarders off. To somebody who doesn't understand PvP, that sounds like a good idea. To people who understand the mechanics of PvP, it's just awful. I'd like to reiterate my previous point that the threat of the board alone is what causes distraction and wasting of time; the boarder doesn't need to be on the boat, and "more knockback" doesn't grant more utility towards knocking people off a ladder. It's a situation where more != better. It doesn't help against the harpoon gun. Moreover, increasing spread and dropoff makes the blunder worse at killing pirates. The solo doesn't need the harpoon boarder in the water; the solo needs them dead or otherwise unable to board again at all. This creates a double-edged sword where a solo needs the trait of knockback to defend the ladders, but using the blunderbuss is suboptimal if a boarder gets up. I'd like to add that if a solo gets anchored, having a boarder in the water is still a huge distraction that will stop them from getting anything critical done. Not only does added knockback do little to solve the harpoon issue, but it also comes at the cost of lethality, something that solos—and really all crews—actually need because it's generally better to kill boarders than to knock them off.
I want to make it clear that I am not commenting on whether or not the blunder should be a one-shot-kill, just the dropoff and the spread.
- Bone Callers and Reaper Chests offer more advantages to larger crews.
This is one of my lesser grievances, but it still shows a trend of giving larger crews more opportunities. There is less space on sloops for the skellies to go, so they tend to block stairwells, buckets, shots, etc. They distract solos with the possibility to kill 100% of the crew if they have too much to deal with, and they're throwable by boarders, which in my opinion makes them worse than any curseball against solos. It ultimately comes down to the fact that smaller crews have fewer people to deal with the skeletons, giving bigger crews an advantage.
- Why I think Rare doesn't understand the fundamentals of PvP in their own game
The mess around the harpoon gun and blunderbuss, to me, is indicative of Rare making decisions based on inexperienced judgement. I understand the logic behind their decisions, but the conclusions that they reach tend to lack experience and fall short in-game. The only way I can imagine that Rare came to the conclusion that the blunderbuss needed to become a leaf blower is that they misunderstood the role of the boarder and the utility of knockback. They probably thought that the role of a boarder is to kill the crew; thus, a leaf blower would favor the defenders. In reality, the boarder's goal isn't to kill the other crew; it is to distract them, to disrupt them. Killing the crew is a means to an end, and trying to address boarders killing crew after boarding with a harpoon and blunderbuss only attacks a symptom, not a problem, and doesn't actually offer a counter to the harpoon gun. When it comes to knockback, it feels as though they had a "more is better; keeping the boarder off the boat is good enough" mentality, when again, boarders can still cause distraction and disruption from the water.
I'd also like to quickly talk about armories; they were locked because Rare rightfully foresaw that harpoon boards followed by weapon swaps would be too powerful. While I mostly agree, it still feels indicative of the "a boarder's goal is to kill the crew" mentality. I'd rather see crews have the ability to lock and unlock their armories. I've had plenty of fun player interactions limited by locked armories in response to the harpoon gun.
- What needs to be done
The changes that I'd like to see are
- The harpoon gun no longer works on boats.
- Blunderbuss spread and damage dropoff decreased (returned or improved off of original)
- The number of skelly spawns from bonecallers scales with crew size.
- Unlock all armories or allow crews to choose
- More communication with PvP creators and the community for future changes
