@galactic-geek maybe I messed up something with the 90...anyway, there is no more nerf needed
nerf the eye of reach
@galactic-geek Actually, depends on how you practice and perform with the sniper. It can actually be quite useful at close range. if you quickscope and hit them they will be weakened badly, allowing you to switch to another weapon for the final blow.
@dominusocto7 said in nerf the eye of reach:
@galactic-geek Actually, depends on how you practice and perform with the sniper. It can actually be quite useful at close range. if you quickscope and hit them they will be weakened badly, allowing you to switch to another weapon for the final blow.
Maybe, but why make things harder for yourself when you could just take the path of least resistance?
EoR=70
Flintlock=50
Cutlass=25/60
Blunderbomb=50Regardless of whether you use the EoR or the flintlock, it will still take 2 follow-up slashes/1 charge/1 blunderbomb - it's all the same. So why use the slower of the 2 firearms? You're actively choosing to handicap yourself unnecessarily. That's not skill - that's foolishness.
The ONLY difference an EoR makes is if the opponent attempts to eat food in order to heal and stay alive longer, but since we've already established that this is within close range, the likelihood of your opponent being able to heal 1st is slim to none. Even if they do attempt to pull it off, the faster reload of the flintlock will be an advantage there as well.
@galactic-geek said in nerf the eye of reach:
@dominusocto7 said in nerf the eye of reach:
@galactic-geek Actually, depends on how you practice and perform with the sniper. It can actually be quite useful at close range. if you quickscope and hit them they will be weakened badly, allowing you to switch to another weapon for the final blow.
Maybe, but why make things harder for yourself when you could just take the path of least resistance?
EoR=70
Flintlock=50
Cutlass=25/60
Blunderbomb=50Regardless of whether you use the EoR or the flintlock, it will still take 2 follow-up slashes/1 charge/1 blunderbomb - it's all the same. So why use the slower of the 2 firearms? You're actively choosing to handicap yourself unnecessarily. That's not skill - that's foolishness.
The ONLY difference an EoR makes is if the opponent attempts to eat food in order to heal and stay alive longer, but since we've already established that this is within close range, the likelihood of your opponent being able to heal 1st is slim to none. Even if they do attempt to pull it off, the faster reload of the flintlock will be an advantage there as well.
The main reason the EoR needs to return to 80 damage now that the cutlass got a buff to 25 and the intro of throw-ables.
@jctc758 sagte in nerf the eye of reach:
@galactic-geek If you have good aim it is good for close range.
that makes me think that the scope animation should be doubled about time and add a breath that distracts from your aim in that animation that prevents people using the EoR in CQC and bunnyhopping quickscope 180° degree jumpshots.
Yeah skill and such, i know i know, but i counter with "shared world, no MM and balanced for all players. These Skills are good for online FPS or whatever, in SOT they made up a too big powergap regarding skilled players and less skilled players.
We have no headshots for this reason for example, people with good skill can utilize the EOR to easily to own others.
The skillgap needs to be flat and in regards of the EoR it could be flattened a bit if players with good aim can use it in CQC bunnyhpping and doing quickscop 180° jumpshots.
i know you disagree @JCTC758 i dont want to discuss, i just picked your statement to underline what i'm saying.
dont feel attacked or so, we just have different opinion - i apreciate you shared yours and i just agree to disagree - all fine - good winds to you!
No thank you, no no no...
The 'eye of reach' has already been nerfed enough in comparison to its old former self at launch wipes tears.
its in a good place right now imo and i believe changing the statistics and performance of weapons in-game right now would be an awful idea, don't forget Rare has yet to fix the wacky Hit registration seen in the last few updates! Please Rare, fix it.@kommodoreyenser said in nerf the eye of reach:
@galactic-geek said in nerf the eye of reach:
@dominusocto7 said in nerf the eye of reach:
@galactic-geek Actually, depends on how you practice and perform with the sniper. It can actually be quite useful at close range. if you quickscope and hit them they will be weakened badly, allowing you to switch to another weapon for the final blow.
Maybe, but why make things harder for yourself when you could just take the path of least resistance?
EoR=70
Flintlock=50
Cutlass=25/60
Blunderbomb=50Regardless of whether you use the EoR or the flintlock, it will still take 2 follow-up slashes/1 charge/1 blunderbomb - it's all the same. So why use the slower of the 2 firearms? You're actively choosing to handicap yourself unnecessarily. That's not skill - that's foolishness.
The ONLY difference an EoR makes is if the opponent attempts to eat food in order to heal and stay alive longer, but since we've already established that this is within close range, the likelihood of your opponent being able to heal 1st is slim to none. Even if they do attempt to pull it off, the faster reload of the flintlock will be an advantage there as well.
The main reason the EoR needs to return to 80 damage now that the cutlass got a buff to 25 and the intro of throw-ables.
If the EoR goes back to 80, that means it will decrease the time to kill to 1 shot + 1 sword slash, which was too good and exactly why they changed it before. So, in other words this would literally be going backwards and be absolutely self-defeating.
@bugaboo-bill said in nerf the eye of reach:
@jctc758 sagte in nerf the eye of reach:
@galactic-geek If you have good aim it is good for close range.
that makes me think that the scope animation should be doubled about time and add a breath that distracts from your aim in that animation that prevents people using the EoR in CQC and bunnyhopping quickscope 180° degree jumpshots.
Yeah skill and such, i know i know, but i counter with "shared world, no MM and balanced for all players. These Skills are good for online FPS or whatever, in SOT they made up a too big powergap regarding skilled players and less skilled players.
We have no headshots for this reason for example, people with good skill can utilize the EOR to easily to own others.
The skillgap needs to be flat and in regards of the EoR it could be flattened a bit if players with good aim can use it in CQC bunnyhpping and doing quickscop 180° jumpshots.
i know you disagree @JCTC758 i dont want to discuss, i just picked your statement to underline what i'm saying.
dont feel attacked or so, we just have different opinion - i apreciate you shared yours and i just agree to disagree - all fine - good winds to you!
To avoid jump-shots, you just need to make the EoR as inaccurate as its hipfire while jumping - even while aiming during the jump.
@jc152003 said in nerf the eye of reach:
This might be the stupidest discussion I’ve seen so far. If you were to nerf anything it would be the sword or blunder.
By all means, feel free to create another topic on the subject, because I would love to refute it too.
@galactic-geek sagte in nerf the eye of reach:
To avoid jump-shots, you just need to make the EoR as inaccurate as its hipfire while jumping - even while aiming during the jump.
i promote that!
what abou no aiming while jumping - makes anyway no sense to be able to aim a sniper rifle while jumping.
no reload and no ADS while jumping for all guns would be a good thing imho.@bugaboo-bill said in nerf the eye of reach:
what abou no aiming while jumping - makes anyway no sense to be able to aim a sniper rifle while jumping.
no reload and no ADS while jumping for all guns would be a good thing imho.I'm not so sure about that. It seems a bit too much of a nerf, IMO. Keep in mind that firearms already don't have a lot of mobility options compared to the sword as is. Nerfing the EoR's accuracy during a jump makes sense because it's a rather large, long-range weapon - as such, it may need to be grounded to be well-rounded. Besides, I still like the idea of an EoR user surviving due to sheer dumb luck on a lucky jump-shot despite how inaccurate it would be. However, the other 2 firearms will likely need that accuracy and ability to reload at medium and close-range as they try to backpedal or jump away from approaching sword users that want to cut them down.
@galactic-geek I agree with this, quick scoping is the main reason why a huge majority of players who want PvP pick the eye of reach in Sea of Thieves. While it's considered a skill, within the context of close quarters SoT PvP where each ship is essentially a wide hallway you're shooting down, it's not that hard to pull off and is easily repeatable by anyone with decent skill or has touched a shooter game before. Close range, the eye of reach has real one-shot potential or combo potential for insanely quick kills. The eye of reach is meant to be long range, for killing players on cannon, blowing kegs or pelting a boss from afar which it already does remarkably well. The quick scope mechanic further makes the weapon so good in close quarters you would be hindering yourself to not run it in PvP, which is why a large majority of players I run into primarily use the eye of reach. Simply requiring the gun to be 100% scoped in for the accuracy buff would allow the weapon to sit nicely where it belongs in the game while still being a viable damage dealer for combat.
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