Blunder Changes Lowered Skill Ceiling and Feel Inconsistent

  • Honestly, the blunder changes took away a lot of what made the weapon fun and skill based. The biggest thing for me is the removal of air control. Before, when you blundered someone off your boat, they could move around in different directions, which meant follow up shots actually required real tracking and precision. That unpredictability is what made the weapon feel high skill, and landing those shots actually felt rewarding. Without air control, blundered players just fly in a straight line, making follow up shots feel easier and less impressive. It really changes the way the weapon plays, and bringing air control back would make it feel skillful again.

    The knockback and damage also feel inconsistent. Sometimes one pellet sends someone flying, but other times you hit someone point blank with multiple pellets and they barely move. I had a boarder on my ladder once, blundered him point blank, and he didn't move at all. He ran to the back of my ship, I sniped him, and he still didn't die, which ended up costing me the fight. Even if some of it was just hitreg, the knockback itself feels unreliable.

    I get that these changes were made for balance or accessibility, but a lot of the things that made the blunder fun are gone. Restoring air control would go a long way toward making it feel skill based again. Tightening the pellet spread could also help, making two taps and aerial follow ups more reliable, and adjusting the range or slightly tweaking damage could improve consistency.
    I just want the blunder to feel like it used to, fun, skill based, and reliable. Air control really feels like the biggest thing holding it back right now.

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  • @pixkn09951 well said, in recent memory I genuinely can’t remember whiffing an air shot after a blunder and being able to say “I whiffed because they had good movement”, my whiffs are purely aim problems right now. It would feel so much more rewarding to hit the air shots if the player I was shooting at was able to control their momentum much better

    I feel like the spread was never an issue as well, it was the inconsistency One Blunders experienced on high traffic servers. Sometimes I would fire and a few seconds after I’d see a red hit marker and a dead player. It never felt rewarding to me. I hope they reconsider bringing the spread back in further

  • @pixkn09951 exactly, it doesn’t need full movement lockout. Especially not with quickswap

    At most it should be 0.2 seconds

  • As opposed to the brainless one blunder wonder that it was before? Everyone and their family used blunderbuss as a crutch. I've had far more varied and interesting fights nowadays, so good riddance.

  • @valor-omega No one here is asking for one blunder, it's the knockback that is overtuned, and the damage is too inconsistent

  • Honestly, the blunder changes took away a lot of what made the weapon fun and skill based

    Skill = one shooting players.

    But really. The blunder seems to take even more skill now but that is scaring players and want the old weapon back. Why else would they complain?

    Meanwhile, those skill wanting players keep dying to my random keg and blowpipe.

  • I always thought we need to have 2 versions of the blunderbuss, the traditional and the newer leafblower version and players can pick either one. Either one has the potential to be oppressive.

  • @burnbacon

    Nobody here is asking for one blunder to return

  • @captain-knyt The last paragraph in the original post says "I just want the blunder to feel like it used to, fun, skill based, and reliable.

  • @valor-omega Yes? That doesn't say anything about oneshots, the entire post was about the knockback and damage inconsistency from the poor spread

  • @captain-knyt If that's the case, then that's fine. But I've seen plenty of people (on these forums and otherwise) wanting the one hit kill back as well.

  • I agree that the one-hit kill shouldn't come back. No other loadout weapon can do that, and I don't see why the Blunderbuss should be special in that case.

    Talking about the knockback is a different situation. While I personally didn't feel like it's a huge problem, I do mostly play on sloop and it feels quite strong there.

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