Sword is in the worst condition for a long time

  • The title says it all... I think the sword needs re working, afew things I've noticed since the update

    -Blocking doesn't seem to work half of the time... if the damage stays at 25% per hit, then the block needs to be buffed

    -25% damage is too much, this makes sword fights very brief and makes 1v2 almost impossible...

    -Sword lunges not being cancelled when hit.... When sword lunges are charging up and you get hit...the lunge doesn't cancel but does no damage...that means you are still stuck in the lunge animation but you have no benefit as it does no damage at the end

    -Attacking at the same time, when two players are swiping their swords at each other at the same time... a lot of the time even though both players are hitting each other only one does damage while the others take no effect

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  • I agree with that whole-heartedly. Another thing they need to fix is when you block, sometimes you block attacks, but the animation isn't showing that you are blocking. The sword buff is really annoying because the increased damage paired with the stun is brutal.

  • DELETE THE SWORD!

    Come at me PvE players... :D

  • @bubah1z1 delete weapons just give us water bombs

  • The block does seem useless now.

  • What changes would everybody want to see to the sword?!

  • @flintlock-dan Yeah the thing with buffing the block is that it would be completely defensive, I think I understand the complexity of PVP in this game with everything happening in the ocean but I think rare under estimate the PVP potential of this game... You have people meeting up on arena at forts to do team death matches and they are high level players... It would be a real shame to lose that player base

  • @rikology If you want to not have to deal with using a sword try double gun for example Blunder Sniper.

  • @bubah1z1 #DeleteTheSword make players actually need skill to kill people

  • @sot-player30 My issue is I've got to love the sword bro! I'm too used to lunging ect… It has the potential to be a great mechanic of the game but I feel like it needs strong pvpers to point it in the right direction, after all you cant expect rare employees to grind their own game as much as we do

  • Sword lunge has always been an amateur fighting manuever reserved for rookies, so it's not really worth using anyways. Block still works as long as you can keep them in front of you, and the sword dodge can help you easily turn the tide in a 1v2 situation - even if 1 tries to shoot you, you can simply dodge through his crewmate and use him as a momentary shield while you stab him in the back (and then you can freely kill the gunner on his reload attempt).

    The only legitimate argument you have is the no damage after hit during a trade, which I have yet to personally test for myself.

  • @rikology

    I think what it needs is the stun to be reduced to just the first swing in the combo.

    Three stuns can really corner you into a bad spot, especially if you're trying to 1vX and 75 health is missing. Double-gunning feels useless against someone who's bum-rushing you with a sword. Having one stun would help engage your character and also keep the enemy from sprinting away.

    I honestly don't care so much for the sword damage, I can deal with it. It's mostly the stun that really hurts.

  • Add a short stun to getting shot, and increase the block area for the sword. Bingo Bango

  • @nukehazard95 You can still sword dodge while stunned. Use it!

  • @xx-mirth-xx Wrongo bongo. A stun by firearm instantly gives them the advantage and time needed to reload, not to mention manueverability up the wazoo. In other words, OP!

    The sword block length is already plenty generous - you just need to readjust your sensitivity settings so you turn faster, and then you know, TURN!

  • Yes the sword lunges not being cancelled when hit is so annoying cuz it will still go through but not damage them.... I think if they revert it back to 20 damage per hit and maybe reduced the penalty for missing a sword lunge then it would be good again.... I love the sword and always have but from previous patches ive had to double gun... im almost starting to get on the band wagon of making the sword a must have weapon in your slot. PvP double gunners people are going to hate me when I say this (im one of the mind you) but double gunning is op.. sword fighting is more fun anyways

  • There's a lot that I would change to the combat system but I would not even remotely consider swords to be OP in their current state. They are, in many ways, still incredibly weak(even in situations where they should be strong). Guns are far more scalable, they can hit through walls, they can detonate things at a distance, they can be exploited with aimbot tools, they can be quick swapped and people can literally just jump away from any sword while eating food. AoE knockback is also a constant factor in this game(especially with the blunderbomb now being in the game), which makes it a lot easier to interrupt or keep people with swords away from you.

    So, here's everything I'd want to see changed to add more complexity to sword combat:

    1. Get rid of the 3 swipe combo system. It not that fun and overly simplistic. Just have regular sword swings chain into each other. People shouldn't really just be in the mindset of "i have to run at someone to get my 3-hit combo on them".

    2. Make it so that each sword swing slows down your positional movement and slows your view movement(keeping you centered where you are swinging). This would also disincentivize spamming or twirling.

    3. Change it so that the block+charge attack(hold right click + hold left click) and the non-blocking charge attack(hold left-click without block) are now two distinctive moves. The block+charge attack would be what it is now but a non-blocking charge attack would just be a stronger melee hit that does not lunge or stun for as long(it would effectively be like a medium hit).
      It would come out faster than a current charge swing but slower than a regular, it could break an opponent's block if they are just blocking(holding down right click) and have a very brief recovery moment(like a 0.5 to 1 second recovery).

    4. Change it so that a regular block+swing attack(right click+left click) would be an advanced parry/block. This would be like a quick attack, maybe doing minor damage or causing a bit of knock back, but would also allow you to block a medium swing. Doing an advanced block on a regular swing would also stop that other player from swinging for a second. This would also have it's own internal cooldown so that you cannot spam it, and would leave you vulnerable for half a second or so.

    5. remove stun lock on swings, so that when opponents are hit, they can still move away.

    6. Reduce base damage of sword swings to either 15 or 20 damage. Make Medium hits do hit for either 30 or 40 damage. Make the sword advanced block hit for 5 or 10 damage. Full charge swings would be about 50 or 60 damage.

    Changes to guns:

    1. add a right click+jump movement option, which would work almost identically to the right click+jump mechanic on the sword. This, however, would not move as far with the sniper or the blunder. This would allow people to jump around corners or create some distance when necessary.

    2. make the eye of reach shootable from a short distance again. The RNG sniper shot sucks, and there's other ways to nerf the eye of reach at close range.

    3. Changing reloading into a 3-tiered system. Meaning that when it is cancelled, it does not restart from the beginning. There are 3 clear states for guns: empty, bullet placed, cranked(ready to fire).

    4. Have jumping and damage interrupt reloading. This would also make snipers considerably weaker close range, as they have longer reload times, but still strong at long distances

    5. Considerably lower the effective range of all weapons under water. Underwater fights are kind of a joke. You either have a sniper rifle/pistol or you lose. There's no cover and movement is slowed down. Guns shouldn't really work under water at all.

    6. Add a very small delay after firing a gun, about 0.5-0.75 second(matching the weapon kickback animation), that would prevent switching to another item. This would prevent switching back and forth between shots.

    7. Reduce the pull out speed of the pistol(it should be the most maneuverable gun).

  • @hereticexiled said in Sword in the worse condition for a long time:

    There's a lot that I would change to the combat system but I would not even remotely consider swords to be OP in their current state.

    Agreed.

    They are, in many ways, still incredibly weak(even in situations where they should be strong).

    They are not - currently, they are very balanced.

    Guns are far more scalable, they can hit through walls, they can detonate things at a distance, they can be exploited with aimbot tools, they can be quick swapped

    No argument here.

    and people can literally just jump away from any sword while eating food.

    All it would take to catch up is a jump or forward-moving sword dodge.

    AoE knockback is also a constant factor in this game(especially with the blunderbomb now being in the game), which makes it a lot easier to interrupt or keep people with swords away from you.

    True, but a good swordsman won't be in front of you where you can throw it at him.

    So, here's everything I'd want to see changed to add more complexity to sword combat:

    Okay, here we go!

    1. Get rid of the 3 swipe combo system.

    That's kind of what balances it though. Plus not having it would lead to konstop spam attacks.

    It not that fun

    Disagree

    and overly simplistic.

    The sword is anything but simple - roughly 95% of pirates that I encounter woefully underutilize it and don't even fully grasp all of it's capabilities.

    Just have regular sword swings chain into each other.

    Again, spam.

    People shouldn't really just be in the mindset of "i have to run at someone to get my 3-hit combo on them".

    If you have that mindset, and in my experience, most do, then you're not a good swordsman.

    1. Make it so that each sword swing slows down your positional movement and slows your view movement(keeping you centered where you are swinging).

    This was already a thing; it was removed to allow for more fluid mobility.

    This would also disincentivize spamming or twirling.

    Spamming is bad, certainly, but you want to remove the dance too? That's 1 of the best parts of sword-fighting! Mobility is what the sword needs, so your suggestion here is backwards thinking.

    1. Change it so that the block+charge attack(hold right click + hold left click) and the non-blocking charge attack(hold left-click without block) are now two distinctive moves.

    They already are - you just described it.

    The block+charge attack would be what it is now but a non-blocking charge attack would just be a stronger melee hit that does not lunge or stun for as long(it would effectively be like a medium hit).

    Hmm. Perhaps. 🤔

    It would come out faster than a current charge swing but slower than a regular, it could break an opponent's block if they are just blocking(holding down right click) and have a very brief recovery moment(like a 0.5 to 1 second recovery).

    Nah. Too complicated and unnecessary IMO.

    1. Change it so that a regular block+swing attack(right click+left click) would be an advanced parry/block.

    It actually already does something - and this is precisely where my aforementioned 95% of pirates are clueless regarding the sword. Block+move+tap attack gives you a momentary speed boost, can be comboed into like a regular attack, and extends your reach as well as the arc of your swing. I've been using it for years to dance around my opponents' block because even at the highest sensitivity settings, you can't turn fast enough to avoid it if you're standing still. It's very subtle animation-wise, but if you watch someone else do it, it's very noticeable, especially when moving sideways or diagonally. It's even great for doing a retreating strike.

    This would be like a quick attack, maybe doing minor damage or causing a bit of knock back, but would also allow you to block a medium swing.

    Again, too complicated. Sword already knocks back on 3rd strike - either commit to your combos or forgo the knockback for feigning the combo.

    Doing an advanced block on a regular swing would also stop that other player from swinging for a second.

    Advanced block? Yep, overcomplicated.

    This would also have it's own internal cooldown so that you cannot spam it,

    You remove sword cool down and then re-add sword cool down? Which is it!?

    and would leave you vulnerable for half a second or so.

    Ugh...

    1. remove stun lock on swings, so that when opponents are hit, they can still move away.

    Stun only occurs under specific circumstances. Sadly, even I haven't quite figured out those circumstances fully yet.

    1. Reduce base damage of sword swings to either 15 or 20 damage.

    This would make sword worthless compared to firearms - again, backwards thinking.

    Make Medium hits do hit for either 30 or 40 damage.

    Overcomplicated!

    Make the sword advanced block hit for 5 or 10 damage.

    Why not just have a light and medium block while you're at it!? Geez! 🙄

    Full charge swings would be about 50 or 60 damage.

    The charge already was and is!

    Changes to guns:

    1. add a right click+jump movement option, which would work almost identically to the right click+jump mechanic on the sword.

    No, they already have their range; they don't need extra mobility too.

    This, however, would not move as far with the sniper or the blunder.

    IMO, shooting should slow your movement if you're moving.

    This would allow people to jump around corners or create some distance when necessary.

    If you're gunning, you should already have it.

    1. make the eye of reach shootable from a short distance again.

    No, that's exactly what made it OP - it's a LONG RANGE sniper rifle; it finally acts like it. Leave it alone.

    The RNG sniper shot sucks, and there's other ways to nerf the eye of reach at close range.

    Yeah, not really...

    1. Changing reloading into a 3-tiered system. Meaning that when it is cancelled, it does not restart from the beginning. There are 3 clear states for guns: empty, bullet placed, cranked(ready to fire).

    We're fine with 2 - why are you in favor of overcomplicating things!?

    1. Have jumping and damage interrupt reloading.

    Reloading no, shooting yes.

    This would also make snipers considerably weaker close range, as they have longer reload times, but still strong at long distances

    True.

    1. Considerably lower the effective range of all weapons under water.

    Range, no. Bullet velocity, maybe.

    Underwater fights are kind of a joke.

    Not really. Sniper wins, flintlock is 2nd, and everything else is a non-starter.

    You either have a sniper rifle/pistol or you lose.

    Oh good, we're on the same page then.

    There's no cover and movement is slowed down.

    Move sideways, backwards, and up and down.

    Guns shouldn't really work under water at all.

    Well, then it wouldn't be as fun!

    1. Add a very small delay after firing a gun, about 0.5-0.75 second(matching the weapon kickback animation),

    We already havea 1 second delay...

    that would prevent switching to another item.

    Cancelling is a big part of strategy though, and was specifically added by the devs - again, backwards thinking.

    This would prevent switching back and forth between shots.

    Variety is the spice of life! ...and somebody else's death.

    1. Reduce the pull out speed of the pistol(it should be the most maneuverable gun).

    Careful with your wording here - for a moment I thought you were referring to slowing it down, which they already did with all of the firearms. By the way, it already reloads the fastest. It's also the most balanced weapon on the seas, so I really don't think it needs anything more.

  • @hereticexiled said in Sword in the worse condition for a long time:

    There's a lot that I would change to the combat system but I would not even remotely consider swords to be OP in their current state. They are, in many ways, still incredibly weak(even in situations where they should be strong). Guns are far more scalable, they can hit through walls, they can detonate things at a distance, they can be exploited with aimbot tools, they can be quick swapped and people can literally just jump away from any sword while eating food. AoE knockback is also a constant factor in this game(especially with the blunderbomb now being in the game), which makes it a lot easier to interrupt or keep people with swords away from you.

    So, here's everything I'd want to see changed to add more complexity to sword combat:

    1. Get rid of the 3 swipe combo system. It not that fun and overly simplistic. Just have regular sword swings chain into each other. People shouldn't really just be in the mindset of "i have to run at someone to get my 3-hit combo on them".

    Its not fun indeed and takes no skill. plus with the added stunlock it's pretty sad to see.

    1. Make it so that each sword swing slows down your positional movement and slows your view movement(keeping you centered where you are swinging). This would also disincentivize spamming or twirling.

    I think people who swing swords should be fatigued aswell, just like you can't sprint when you are reloading your gun.

    1. Change it so that the block+charge attack(hold right click + hold left click) and the non-blocking charge attack(hold left-click without block) are now two distinctive moves. The block+charge attack would be what it is now but a non-blocking charge attack would just be a stronger melee hit that does not lunge or stun for as long(it would effectively be like a medium hit).
      It would come out faster than a current charge swing but slower than a regular, it could break an opponent's block if they are just blocking(holding down right click) and have a very brief recovery moment(like a 0.5 to 1 second recovery).

    2. Change it so that a regular block+swing attack(right click+left click) would be an advanced parry/block. This would be like a quick attack, maybe doing minor damage or causing a bit of knock back, but would also allow you to block a medium swing. Doing an advanced block on a regular swing would also stop that other player from swinging for a second. This would also have it's own internal cooldown so that you cannot spam it, and would leave you vulnerable for half a second or so.

    3. remove stun lock on swings, so that when opponents are hit, they can still move away.

    Agreed, give them a slow effect over a stun effect, this is the problem solver in many games when stuns are OP.

    1. Reduce base damage of sword swings to either 15 or 20 damage. Make Medium hits do hit for either 30 or 40 damage. Make the sword advanced block hit for 5 or 10 damage. Full charge swings would be about 50 or 60 damage.

    I think all these numbers would need to be tested but 20 base dmg seems nice.

    Changes to guns:

    1. add a right click+jump movement option, which would work almost identically to the right click+jump mechanic on the sword. This, however, would not move as far with the sniper or the blunder. This would allow people to jump around corners or create some distance when necessary.

    2. make the eye of reach shootable from a short distance again. The RNG sniper shot sucks, and there's other ways to nerf the eye of reach at close range.

    I assume you bring back the noscope for short range? I would like to see this mechanic back.

    1. Changing reloading into a 3-tiered system. Meaning that when it is cancelled, it does not restart from the beginning. There are 3 clear states for guns: empty, bullet placed, cranked(ready to fire).

    This sounds like a refreshing idea tbh, never heard this before.

    1. Have jumping and damage interrupt reloading. This would also make snipers considerably weaker close range, as they have longer reload times, but still strong at long distances

    If they would implement this they might need to make it a one shot to the head. i would not like a update like this i think.

    1. Considerably lower the effective range of all weapons under water. Underwater fights are kind of a joke. You either have a sniper rifle/pistol or you lose. There's no cover and movement is slowed down. Guns shouldn't really work under water at all.

    I diss agree, they just need to fix hitreg from underwater combat

    1. Add a very small delay after firing a gun, about 0.5-0.75 second(matching the weapon kickback animation), that would prevent switching to another item. This would prevent switching back and forth between shots.

    I wouldn't like this, since they already removed the exploit where you could dubble gun.

    1. Reduce the pull out speed of the pistol(it should be the most maneuverable gun).
      Its already the fastest reload and very strong against someone who has a sniper but no pistol. So i think the reload speed is already enough for it to be quite strong
  • @sherpa725 said in Sword in the worse condition for a long time:

    @bubah1z1 #DeleteTheSword make players actually need skill to kill people

    As much as i'd like to see this, i wouldn't either..
    They just need to balance it out.

  • delete guns, except flintlock and make it have 1 bullet dealing 75 damage - problems solved!

  • @galactic-geek

    Sword lunge has always been an amateur fighting manuever reserved for rookies, so it's not really worth using anyways.

    How is the lunge an amateur fighting manuever…. a double lunge on someone can wreck them without them have any time to get away/recover and the range you have from a block jump lunge can be crazy at times

    Block still works as long as you can keep them in front of you, and the sword dodge can help you easily turn the tide in a 1v2 situation - even if 1 tries to shoot you, you can simply dodge through his crewmate and use him as a momentary shield while you stab him in the back (and then you can freely kill the gunner on his reload attempt).

    And then you woke up from making made up situations in your head... If you are against any team who are also using the sword they will know to attack you at different angles...

  • @galactic-geek If you think the sword and guns are balanced you have no experience fighting a high comp level PVP team who use double gun....

  • @rikology Im not a big fan of the sword buff, it looks like every attempt to fix the game or balancing things makes a bigger mess.

  • @bugaboo-bill Are you being serious?
    If you are then why?
    Diffrent guns creates diffrent game styles and other then those recent additions the gameplay is very balanced and fun.
    The only thing they need to do as much as i hate it is to force us to use a cutlass and choose a gun, im always up for "tools not rules" but other then adding more issues the double gunning never got fixed so that is the only option that i see from here. Cut a sick limb to save the body.

  • @faceyourdemon

    seriously i prefer one piratish loadout and i do not prefer it to be a guns only loadout.
    I know this is not gonna happen, but all the imbalancies and complaints come from, because this way it will never be balanced.
    today people cry because ranged weapons dont work that good in close combat aka boarding fights on decks.
    Others cry because they get spawnkilled with two guns in a fraction of a second before they can even react.
    I bet a box of beer you can find someone complaining why the EoR is not a oneshot weapon, and why we dont have headshots.

    I dont want SoT to be a shooter game when we talk about PvP!

    One piratish Loadout and we'd have no problems.
    The gun to shoot a keg here and there and maybe to do a lucky shot in PvP but in all the other cases i'd prefer cutlass combat between pirates.

    Hate me all, vote me down, call me ridiculous a casual PvE Lord or whatever people think.

    I hate that pvp gamer elitism skill blabla and how they dont want casuals to have fun and how they say that casuals destro games.
    To me they destroy any aspects of a fun and playfull aproach with their exageration about gaming and all the hate and negative emotions they come up with.

    And i wont say every PvP focussed gamer is a toxic jerk, but tbh the most of them are, they trashtalk, they insult others, they are disprespectfull and often very elitist.
    Thats my experience and you know i like PvP in SoT, i even like to play shooters, even competetive like the new Valorant, but the way people treat each other and exagerate about it make me loose interest in playing, because i'm a player who plays for fun and relaxation, not making it a serious competition and trashtalking others.
    And the imbalancies are unneccessary, the blunder and the EoR were meant to be usefull in special situations.
    Because Rare is not good in coding a combat system the whole thing is completeley out of balance in many ways.
    It weren't that popular until they came up with Streamer support and Arena and some hardcore gamers figured out every glitch and happily abused it and made it prominent.

    I hate it and it spoils the game for me!!!

  • @bugaboo-bill I understand that you are not directing it to me but ill give you couple points of my own.
    Sea of Thieves is not a shooter game but what you are asking is to slow it down and it would only make the game feel clunky and lazy, but i fail to respect your saying "respect casuals but screw pros" you are doing what you hate and the fact is that Sea of Thieves welcomes everyone.
    Im in no way hardcore PvP player i love the world the lore the graphics and most of all the interaction with awesome people but you cant tell someone what is fun and what isnt, you like it that way and they like the game the way they want to play it.
    And from my experience in the forum and the game, toxic players are mostly PvE players not PvP players, PvPers know what they came in for so in general salty PvE players are more toxic.
    I fully agree that the EoR and blunderbass are balanced, and lastly streamers are not a problem at all they bring people to the game and its wrong to think that they are bringing bad players who are we to decide? You are being elitist yourself and the Arena since it got released it never got much love, only adventure mode got monthly updates and care and arena barely had updates till now.
    Me personally i want to see players with passion to the lore and to see them creating funny interactions in the seas but if i feel sometimes to kill everything with a heartbeat because i feel like it then its perfectly fine.

    Edit: Rare said that they would never add
    headshots to the game because they dont want Sea of Thieves to become a shooter game.

  • I'm getting sick to death of getting hit mid sword lunge now and being stuck in the stupid animation, It happens every single time.

    The block doesn't follow you round fast enough as you move....If a player is jumping around you and you are managing to stay facing them with block, even though they are right in front of you the sword swipes hit past the block... So bad that i'm starting to make a vid compilation of how many times the block fails

    The sword spam I've seen with the 25% damage is also getting ridiculous....

  • @rikology Why do you sword lunge then? It's not spamming as the enemy has to dodge your swipes/shots and then they attack you. The block works just fine for me.

  • @supersnipper60 I sword lunge because this shouldn't happen... It never used to do this... and if you think the block works you haven't been in enough pvp situations

  • @rikology Or maybe you just don't understand how blocking and networking works?

  • @galactic-geek I've played this game nearly every day since release... I know how blocking works and I know how it hasn't been the same since last update

  • @rikology I haven't seen any differences with it. Mind showing it to me?

  • @rikology said in Sword is in the worst condition for a long time:

    The title says it all... I think the sword needs re working, afew things I've noticed since the update

    -Blocking doesn't seem to work half of the time... if the damage stays at 25% per hit, then the block needs to be buffed

    -25% damage is too much, this makes sword fights very brief and makes 1v2 almost impossible...

    -Sword lunges not being cancelled when hit.... When sword lunges are charging up and you get hit...the lunge doesn't cancel but does no damage...that means you are still stuck in the lunge animation but you have no benefit as it does no damage at the end

    -Attacking at the same time, when two players are swiping their swords at each other at the same time... a lot of the time even though both players are hitting each other only one does damage while the others take no effect

    Oh yes, fighting with the sword is a bad experience so that I mostly play with Blunderbuss and Eye of Reach or Flintlock and I do not like it.

    The sword could be such a nice tool, but currently it performs underwhelming because it feels so clunky and the animations are sometimes not correct, for example blocking is not always animated under certain conditions.

    Also, it confuses me that other entities vanish when they are standing right in front of you what could be used as a strategy, but it deems me weird.

  • I 100% agree here.

    The sword should require skill, and dynamic reflexes and movements to master. Not just run and swing.

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