NERF THE SWORD

  • @grumpyw01f

    Situational. In any case, you're saying that the third hit of the sword should never be hit.

    Yeah, it shouldn't be a guarantee. Guaranteeing a 3rd hit with the sword is downgrading the sword to something where you don't need lots of skill to kill somebody, you can just start slashing and it'll probably kill them. Because for the most part, all you need is to hit them once and you'll be guaranteed the other 2. Removing the stunlock would reward good positioning because you would only be able to get 2 hits against a good player if you sword them when they are pretty much inside of you, and when they're running away you could get the second hit off. What this means is that players who rely on just spamming the sword and hoping for the best would not be a viable strategy anymore as you wouldn't be rewarded with 75 damage just because you randomly swung and hit somebody.

    Which is like saying the blunderbuss shouldn't have knockback.

    It shouldn't. The fact that you can do knockback AND is a 1shot is stupid. It should be one or the other, not both. There's no reason for the blunderbuss to have knockback in the first place. Other than the fact that you can ske et people, there's not a reason for it to be in the game in the first place.

    And also make swords not viable anymore... If you're getting spammed by slashes, that's a result of being a glass cannon. Where's your blunderbuss?

    You're partially right. Doublegun is a glass cannon in some regard, but if you're being spammed by slashes that usually means that the sword user is just a bot trying to get the kill while spamming M1. No skill or movement techniques, just holding W and spamming M1. Removing the stunlock would reward good players and punish bad ones. I think this would be worth it, and it would still make doublegun a glass cannon against good sword users.

    I would giggle like a child every time I used a cutlass if I could sword lunge often again.

    Same, if you could swordlunge without the stun directly after then it would be so fun. Same if you could fire 2 shots at the same time with doublegun and kill someone instantly. People complain NOW about being killed "instantly" They have no idea.

    I'm not saying that being a good sword user requires no skill. I'm saying that you can get kills quite easily by not being skillful and just holding W and spamming M1. Removing the stunlock would create a sword meta where sword users would be REQUIRED to become good at movement, positioning, and aiming with their secondary weapon in order to become a good sword user. As it stands right now, for most situations, you can just hold W and spam M1 and it'll kill someone. Adding this update would FORCE people to become good with their secondary weapons, and it would actually punish bad players who just swing and hope for the best, rather than rewarding them with a kill.

  • @ammo-pouches said in NERF THE SWORD:

    @grumpyw01f

    Situational. In any case, you're saying that the third hit of the sword should never be hit.

    Yeah, it shouldn't be a guarantee. Guaranteeing a 3rd hit with the sword is downgrading the sword to something where you don't need lots of skill to kill somebody, you can just start slashing and it'll probably kill them. Because for the most part, all you need is to hit them once and you'll be guaranteed the other 2.

    Not true. Even stunned, you can still shoot. Make sure you're facing your enemy when you get stunned, so that you can kill them. Failing that, you can always attempt using a blunderbomb.

    Removing the stunlock would reward good positioning because you would only be able to get 2 hits against a good player if you sword them when they are pretty much inside of you,

    Not guaranteed - skilled sword users don't typically get that close, because they need to be able to see what their opposition doing. If you're inside your opponent, it's easy to lose sight of them, or get 1-shot.

    and when they're running away you could get the second hit off. What this means is that players who rely on just spamming the sword and hoping for the best would not be a viable strategy anymore as you wouldn't be rewarded with 75 damage just because you randomly swung and hit somebody.

    Get the idea out of your head that comboing with the sword, or spam, as some might call it, is somehow wrong. It isn't; it's perfectly balanced. It only seems like it because A) you already effectively lost or failed when it happens, and B) you willfully chose to not have a proper defense against it. It's kind of like bringing a knife to a gunfight (oh, the irony) - it just doesn't work. To keep up, you have to constantly switch it up. By solely choosing to double-gun, you are effectively choosing to fight with 1 hook tied behind your back.

    Which is like saying the blunderbuss shouldn't have knockback.

    The blunderbuss having knockback is what helps balance it out - it helps clear a ship of enemies by knocking them overboard, and ensures that a 2nd follow-up shot may not ensure an instant kill if the 1st doesn't already do it.

    It shouldn't. The fact that you can do knockback AND is a 1shot is stupid.

    This is a false assumption. If you get 1-shot, you fall where you stand. Knockback only occurs when you don't get 1-shot.

    It should be one or the other, not both.

    It is, because you're wrong. 😉

    There's no reason for the blunderbuss to have knockback in the first place. Other than the fact that you can ske et people, there's not a reason for it to be in the game in the first place.

    I just explained why it was necessary - it's great for ship boarding defense! 🙄

    And also make swords not viable anymore... If you're getting spammed by slashes, that's a result of being a glass cannon. Where's your blunderbuss?

    You're partially right. Doublegun is a glass cannon in some regard,

    All or none; there is no some. It's all glass-cannon, BTW. 😉

    but if you're being spammed by slashes that usually means that the sword user is just a bot trying to get the kill while spamming M1.

    Uses emotional derogatory term in order to demean another's position while attempting to justify one's own flawed logic. 🤣

    No skill or movement techniques, just holding W and spamming M1.

    Sure, if you want to die. 💀

    Removing the stunlock would reward good players and punish bad ones.

    Wrong. It punishes melee attacks and rewards ranged attacks.

    I think this would be worth it, and it would still make doublegun a glass cannon against good sword users.

    Nope. It would make them invincible so long as they start out at range and can keep moving, and if the sword user is stubbornly only using their sword, of course - but even in that case, when they do use their firearm, it's still 10 bullets versus 5.

    I would giggle like a child every time I used a cutlass if I could sword lunge often again.

    Wishing for something to come back that was totally broken. 🤦‍♂️

    Same, if you could swordlunge without the stun directly after then it would be so fun.

    And broken.

    Same if you could fire 2 shots at the same time with doublegun and kill someone instantly.

    This was removed for good reason; good coordination with crewmates can still make it happen.

    People complain NOW about being killed "instantly" They have no idea.

    Still happens with good teamwork or 1-shot blunderbuss or keg explosion. Getting killed instantly is a part of the Sea - get used to it.

    I'm not saying that being a good sword user requires no skill.

    Inadvertently, that's exactly what you're doing.

    saying that you can get kills quite easily by not being skillful and just holding W and spamming M1. Removing the stunlock would create a sword meta where sword users would be REQUIRED to become good at movement, positioning, and aiming with their secondary weapon in order to become a good sword user.

    Okay, 1st you already need to do all of that to be a truly good sword user. Secondly, removing the stunlock would remove any kind of meta altogether - at least with the sword (which it doesn't have, BTW, because it's balanced for its role in its current state). Also, you're completely choosing to ignore the lack of skill involved by the pirate getting killed by a simple direct attack. Finally, if you have to rely on a 2nd weapon to finish off your opponent, then it cannot be considered skill with just that 1 weapon.

    As it stands right now, for most situations, you can just hold W and spam M1 and it'll kill someone.

    Only if they lack skill.

    Adding this update would FORCE people to become good with their secondary weapons,

    Since when has this game ever been about forcing people? We get to choose, and still can! That hasn't changed. Why don't you try using the sword? It's not an us versus them kind of thing. You use what you need when you need it - play to your weapons roles, and adapt! Only then will you realize your full potential.

    and it would actually punish bad players who just swing and hope for the best, rather than rewarding them with a kill.

    No, it would punish pirates who succeed and reward those who failed to learn and adapt. Kills are temporary. Respawn and keep moving forward.

  • @galactic-geek

    I'm tired of this. Lot's of points are being brought up and attacking points while cutting off the main idea. Do you have a discord so that we can talk in a voice call?

  • @ammo-pouches said in NERF THE SWORD:

    @galactic-geek

    I'm tired of this. Lot's of points are being brought up and attacking points while cutting off the main idea. Do you have a discord so that we can talk in a voice call?

    I only use Discord with IRL Friends.

  • #chopchopgood #pewpewbad

  • Step 1 is to wait for the change Rare has discussed of implementing hit scan than go from there. Contrary to what most people believe the sword is actually the weapon to experience the most problems with reg and as a result hit scan will actually be a massive buff for the weapon. When that comes than they should rebalance accordingly and hopefully rework the sword entirely since currently its optimal usage and intended use are very different.

  • @nitroxien said in NERF THE SWORD:

    Step 1 is to wait for the change Rare has discussed of implementing hit scan than go from there. Contrary to what most people believe the sword is actually the weapon to experience the most problems with reg and as a result hit scan will actually be a massive buff for the weapon. When that comes than they should rebalance accordingly and hopefully rework the sword entirely since currently its optimal usage and intended use are very different.

    I'm curious about how hit-scan will affect all of combat.

  • People who complain should get better at pew pew maybe. I have to avoid bullets and people doing glitchy stuff with reload on a daily basis.
    I maybe using a sword but its hard to dodge bullets and 4 v 1 people or even 2 v 1.

    If anything the sword balances the game.

  • @ammo-pouches said in NERF THE SWORD:

    @galactic-geek

    I'm tired of this. Lot's of points are being brought up and attacking points while cutting off the main idea.

    In general, replies to you have been "The meta would die."

    Your replies up to this point have been "But spammers don't have skill!"

    You can't remove slash stun without removing the slashes purpose: being able to catch a target and force them to take damage unless they defend, kill you, or manage to confuse you and get away.

  • @galactic-geek depends on the approach they take if they do like in Rust (which I hope they do) hitscan only active at close range combat and from distance keep it projectile based than very little.

    From close range hit scan or projectile has no difference (no one is dodging or leading shots from close range bullets are fast and our characters are relatively slow)

    From range if the rust approach is taken than same amount of reg and no difference.

    Though the big change will be for the sword where we will no more have massive back track, and reg issues. It may actually make blocking more consistent which should be great! Though as a result of the change will prob need a slight nerf or tbh a rework since the current sword play is not the pirate fantasy we all want :)

  • @nitroxien said in NERF THE SWORD:

    @galactic-geek depends on the approach they take if they do like in Rust (which I hope they do) hitscan only active at close range combat and from distance keep it projectile based than very little.

    From close range hit scan or projectile has no difference (no one is dodging or leading shots from close range bullets are fast and our characters are relatively slow)

    From range if the rust approach is taken than same amount of reg and no difference.

    Though the big change will be for the sword where we will no more have massive back track, and reg issues. It may actually make blocking more consistent which should be great! Though as a result of the change will prob need a slight nerf or tbh a rework since the current sword play is not the pirate fantasy we all want :)

    I can understand hit-reg at close-range, but where exactly would the cut-off point be in terms of the longer ranges (where or when it switches from hit-scan to projectile-based)? Or would it be purely weapon-based?

    I'm genuinely curious to see how they mix things up.

  • The only thing that should be nerfed on sword is the stun duration. Damage is fine. Though I agree that the block function needs to...well..function better.

  • @grumpyw01f

    In general, replies to you have been "The meta would die."

    What meta? Holding W and spamming M1 would die? GOOD. It should.

    Like I have said many times before, Doublegun (blunder/sniper) is the superior weapon combo in every situation. If you are good enough to hit 90%+ of your shots then Doublegun is better than sword. By nerfing the sword and removing the stunlock, it would not change the meta in the slightest. Doublegun would still be better than sword. The only difference would be that people would no longer be able to solely rely on the sword in order to get kills. Too many players, "top" streamers, and bad people just spam M1 while their entire screen shakes and they can't see what's happening. Then suddenly their opponent dies and they still continue slashing because it hasn't yet registered to them that they've killed the enemy.

    People look at PhuzzyBond and call him a great sword user, yet every single time he gets a kill with a sword his ENTIRE screen shakes like there's an earthquake originating from his house. He's just spamming the sword with reckless abandon when people get close. And the problem is, this playstyle is somehow BETTER than most of the playerbase because he at least pulls out his pistol to finish the kill. But the fact that he's clicking at 6 cps and his entire monitor, table, and screen is shaking like he's in a category 5 is hilarious. More people need to learn how to pull out their secondary weapon and finish the kill. Most sword users are so heavily reliant on the stunlock that they don't even bother with their secondary, and just spam and pray.

    The meta of: Hold W and spam M1 while hoping for the best. SHOULD die. There's no reason to reward bad play.

    Your replies up to this point have been "But spammers don't have skill!"

    They don't. Now good sword users who will swap to their secondary weapon when the enemy is far away and try to attack them at range, those people absolutely have skill as they're not just randomly charging with the sword and hoping for the best. But people who just hold W and spam M1 while their entire screen shakes, plates are falling off the table, and cups are being spilled, THOSE people don't need to have any skill, and yet they're still being rewarded by the game and getting kills for sub-par play.

    You should be required to be good at a weapon combo in order to get kills. It shouldn't be this luck based thing where you can get away with not even seeing your opponent, and you're just slashing around hoping they die. This should only work in very specific instances, yet this isn't something that only happens every so often, it happens almost every fight.

    You can't remove slash stun without removing the slashes purpose: being able to catch a target and force them to take damage unless they defend, kill you, or manage to confuse you and get away.

    Why should the slashes main purpose be to COMPLETELY lock their opponent in place? Why shouldn't we change what the slash is meant to do? Right now the sword takes something like 0.4 seconds between slashes. (if you hit your target) Just lower that timer down to 0.25 seconds or even lower if need be, and that will allow you to hit someone twice before they run away our of your range. Remove the stunlock from the sword, lower the time it takes between slashes, and this will allow for sword to still be viable and will greatly increase the skill needed to kill somebody.

    I don't understand why good sword users are completely fine with the fact that the majority of the playerbase (bad sword users who just hold W and spam M1) are ruining what it means to be a good sword user. The majority of the playerbase who uses sword aren't good with it. They're so heavily reliant on the stunlock in order to kill somebody that they're able to get away with spamming and hoping for the best. This causes doublegunners to look at this terrible playstyle and think that all sword users suck, and that there's no real skill to be had with the sword since you can get away with M1 spamming. It rewards bad play.

    The reason for this is because doublegunners feel that they have put a lot of effort into practicing their aim and becoming good enough to hit 90%+ of their shots. So to see someone with NO aimtrain, NO movement, and NO idea how to properly distance themselves just SPRINTING towards them with reckless abandon and sometimes being able to get the kill is demotivating because the game is just rewarding this bad play. Being able to 1v3 with doublegun when the entire other crew has swords is incredibly difficult if you're not hitting the majority of your shots. It requires a lot of skill to become good enough to spawncamp with doublegun as you need to have really good movement, positioning, and most importantly: Aim. A sword user however, can just get lucky and start slashing away and can sometimes kill the entire enemy crew through sheer luck. There is no "sheer luck" when you're bad with doublegun, you get stunlocked and you die.

    Making this change to the sword by removing the stunlock and decreasing the time it takes between slashes, would VASTLY improve swordplay as it would show people just how good a good sword user can be. It would also remove most of the playerbase's ability to get kills as easily because as I've said above, most people are so HEAVILY reliant on the sword stunlock to get kills, that they don't bother training any of the other skillsets like:

    • Aiming with their guns
    • Movement
    • Distance
    • Bunny Hopping
    • Waiting for the enemy to reload

    And SO much more. Most of these sword users don't HAVE to worry about training these skill sets because they are being rewarded for the bad play of just holding W and spamming M1.

    Doublegun will always reign supreme because it has the range that sword doesn't. But that doesn't mean that we shouldn't change the sword to become a much more difficult weapon to get kills with. Removing the stunlock and lowering the time it takes between slashes would make it a requirement for players to become good with positioning, movement, and aiming with their secondary weapon in order to get kills more effectively. Right now, while this IS something that you can do, (slashing and then swapping to your secondary to finish the kill) It's not a REQUIRMENT to get kills. You can get away with just spamming sword and you'll get the kill the majority of the time.

    I don't think that it should be this way, and that the sword should become like doublegun in the regard that it will reward good players who obtain lots of skill, and punish those who don't put in the time or effort to understand how the weapons can be used to the greatest effect.

  • @ammo-pouches
    I'll read your whole post later.

    Just pointing out that you first sentence was "But spammers don't have skill!", exactly like I said.

  • @ammo-pouches You may see this as an ideal solution to a problem, but I think the reason the stun lock has stayed in place is for lowering the overall skill gap to make the game actually playable by casuals, ones that don't have that kind of advantage with fast gun aiming on PC.

    We're talking about fighting players on Controllers, players not great at proper FPS-styled games on PC, who log into the funny pirate game, get into a conflict where they likely need to kill a bunny hopping boarder as soon as possible, pull out their cutlass, knowing they can do a good amount of close range damage if all they can do is get right next to them, and so they do. W+M1 spam (or holding forward and RT spam) is by far the most accessible way to get a player to attack another player successfully without making them suffer through a week of aim training in Aim Labs.

    Utilizing only 2 guns is a massive difficulty spike because of the cutlass, it's not ideal in situations where the enemy player is going to be right next to you, that's why it's extremely risky to board a larger under-average crew with double gun, there's a high chance these lower skilled players might have the cutlass equipped, ready to use it to keep you from rushing around the ship doing as you please. It can even prove to be a death sentence if the cutlass user is a boarder that manages to get on board while your crew is distracted, because you may not be able to hit enough super close range gun shots in-time before your cut remains end up on the Ferry of the Damned.

    Wanting to nerf the cutlass because you want to prove that your FPS-related skills in gun fights will help you become one of the best pirates on the seas that can't lose because of sharp aim is (pretty unrealistic because hitreg lol but is also) kinda selfish, and a failure to look at the bigger picture of the game's audience. Now, if you want to insult the game's playerbase, then you're kind of just destroying any credibility in your argument and reason to push for nerfing the cutlass. As doing so only feeds a problematic attitude that's been plaguing the game for years now, and even more so with the recent removal of the Sea Dogs Arena: Competitive players failing to understand equal footing because of a strong melee weapon.

  • Sword block needs a buff. That’s it.

    There’s a Rock Paper Scissors element to the weapons you choose based on different circumstances.

    If you’ve got a sword and blunderbuss and a double gunner jumps into the water after you, you’re in trouble.

    If you’re a double gunner and you board a galleon of savvy sword users, you’re also in trouble.

    Just adjust accordingly. There’s no one strategy to rule them all and that’s a good thing.

  • @nex-stargaze

    We're talking about fighting players on Controllers, players not great at proper FPS-styled games on PC, who log into the funny pirate game, get into a conflict where they likely need to kill a bunny hopping boarder as soon as possible,

    Every single FPS videogame where aiming is an important aspect of the game, Xbox and controller players will ALWAYS be at a disadvantage. Controllers just don't have the ability to micro-move and make tiny adjustments like the mouse can. It's weird because EVERYONE knows this about other FPS games, and they're okay with it and they understand it. However with Sea of Thieves, people want to try and let bad players with controller who can't aim, be on the same skill level with people who do practice their aim and are very good at the game.

    Now because Xbox players can literally go into Xbox only lobbies where there will be absolutely 0 mouse players, I don't care about the skill gap with controller and mouse. Every other game understands the disadvantage that Xbox players have, so they'll separate the PC and Xbox players into different lobbies, this is good.

    This is why I think its stupid that we're catering to the Xbox and controller players. We're saying: Hey! I know you suck at aiming, and rather than YOU using the tools that we've given you to either play in lobbies that are restricted to Xbox only. Or if you're on PC, just swapping to Keyboard and Mouse, we're just going to make the sword a weapon where you don't need a lot of skill, and almost 0 aim to get kills with it. No other game does this. Games will separate Xbox players from PC players to make it fair. And people who play on PC yet decide to use controller will normally get rolled and killed all the time.

    Utilizing only 2 guns is a massive difficulty spike because of the cutlass, it's not ideal in situations where the enemy player is going to be right next to you, that's why it's extremely risky to board a larger under-average crew with double gun, there's a high chance these lower skilled players might have the cutlass equipped, ready to use it to keep you from rushing around the ship doing as you please. It can even prove to be a death sentence if the cutlass user is a boarder that manages to get on board while your crew is distracted, because you may not be able to hit enough super close range gun shots in-time before your cut remains end up on the Ferry of the Damned.

    I agree that it can be a big risk to 1v4 sword users. Just like it's a big risk to 1v4 doublegunners. The only difference between the 2 is that the sword users require little to no aim / skill in order to kill you. Whereas doublegunners are REQUIRED to have some amounts of aiming skill in order to kill you. Most of the sword users just hold W and spam M1, with no regard for the situation happening around them. A doublegunner doesn't have this luxury of just quickscoping and hoping that the shot somehow hits. They have to line up the shot and can't just be randomly firing for fun hoping for the best like a sword user can.

    a failure to look at the bigger picture of the game's audience. Now, if you want to insult the game's playerbase, then you're kind of just destroying any credibility in your argument and reason to push for nerfing the cutlass.

    This is the only (kind of) reasonable point for not changing the sword. But it's still stupid because what you're essentially saying is: Hey! I know that the playerbase sucks, and rather have THEM get better at the game (like every other game does) We're just going to make the game as EASY as possible for you, that way you don't have to put in much work in order to get kills. That's incredibly stupid to me that we're just catering to bad players solely for the reason of: You suck, so we're going to make the game easier for you!

    with the recent removal of the Sea Dogs Arena: Competitive players failing to understand equal footing because of a strong melee weapon.

    Most LSD's are garbage at the game. They either played sloop arena and just ran chest all game, playing galleon arena and farmed an AFK ship for 10,000 points every game, or even just creating private lobbies or going into Japanese servers and farming free wins. I'm not talking about those people, I'm talking about the good Doublegunners. The ones who played arena and were beating NAL teams, the ones who TDM with big named teams and players, not the unskilled doublegunners in tucc outfits. The sword is a strong melee weapon, but it will always require less skill than doublegun because you don't need to train your aim with the sword. Most of these "top" sword users have their entire screen shake like there's an earthquake originating from their house, because they have no idea how to control the aim.

    I agree that some of these players are garbage and don't understand how to dodge a sword. But to me, a competitive player is someone who can beat NAL teams and top streamers, not someone who got LSD in the last 2 months of arena just by cheesing it. We shouldn't be catering to the bad players, because then we're allowing them to stay bad. We need to make the sword a more skill required weapon, that way it will force these players to become better at the game.

  • @grumpyw01f said:

    Just pointing out that you first sentence was "But spammers don't have skill!", exactly like I said.

    The interesting thing about that is 2-fold. On 1 hand, if they aren't skilled, then what does that say about the pirates still losing to them? If no skill is involved, then it should be pretty easy to counter, right? On the other hand, said spamming pirate could absolutely be skilled, but is choosing an easier method due to the lack of skill from their opponent, so they don't need to resort to more complex strategies. 😉

  • Add a stamina bar for sword swinging.

    Add stamina for spam jumping.

    Balanced.

  • All I personally want gone is the stunlock, why is getting slashed with a sword less stunning than getting shot? this is really the only thing that is broken with sword, it would make it more balanced for people who double gun. Right now I consistently get stunlocked into oblivion by sword wielding pirates with a handful of hours.

  • @woefulmorgana said in NERF THE SWORD:

    All I personally want gone is the stunlock, why is getting slashed with a sword less stunning than getting shot? this is really the only thing that is broken with sword, it would make it more balanced for people who double gun. Right now I consistently get stunlocked into oblivion by sword wielding pirates with a handful of hours.

    Would you rather getting hit by the sword interrupt your reload like sprinting?

  • @kommodoreyenser Good luck surviving the pirate blender long enough to reload at all right now, half the time you can't even get your shots off in the first place due to the sword stun.

  • Why are you letting them get close if you're gunning?

  • @woefulmorgana said in NERF THE SWORD:

    @kommodoreyenser Good luck surviving the pirate blender long enough to reload at all right now, half the time you can't even get your shots off in the first place due to the sword stun.

    Close combat in its entirety right now is total RNG with hit reg affecting ALL weapons, even throwables in my personal experience. It is now expanding into chainshot which also affects naval.

    We can't balance anything right now with all of that going on. That has to be priority 1 otherwise it would tilt one particular playstyle into a meta/required loadout.

    In the mean time, what works for me is use blunder bombs for breathing room, blunder sword users in the face (most stop in front of you as they slash) and use the sniper to quick scope players at choke points or across the ship.

    There are ways, learn to use them and drop the pistol/sniper loadout unless you are on land or in water.

  • @kommodoreyenser Hit reg has rendered all the guns effectively irrelevant. The only weapon that consistently does damage is the sword, and to add insult to injury for people using guns, you also get sword stunned with every hit, making you unable to put distance between yourself and your assailant, so if they manage to get one hit and stun you, it's game over from there. I'm generally a Blunder/Sniper user for the knockback and ladder guard, but the hit reg on the blunder is so bad right now it's like flipping a coin with every shot to see if it's going to do any damage. I'd be fine just going back to sword while we wait for some improvement, but I hate having all my friends not play because of it.

  • @woefulmorgana said in NERF THE SWORD:

    @kommodoreyenser Hit reg has rendered all the guns effectively irrelevant. The only weapon that consistently does damage is the sword, and to add insult to injury for people using guns, you also get sword stunned with every hit, making you unable to put distance between yourself and your assailant, so if they manage to get one hit and stun you, it's game over from there. I'm generally a Blunder/Sniper user for the knockback and ladder guard, but the hit reg on the blunder is so bad right now it's like flipping a coin with every shot to see if it's going to do any damage. I'd be fine just going back to sword while we wait for some improvement, but I hate having all my friends not play because of it.

    Go ahead and try sword out against a sword user, you will realize what I am talking about. Nothing worse than getting combo'd through your first slash that connects lightyears ahead of your opponent. Sword users don't have it any easier with hitreg. They have just always been OP when within striking distance of someone without a sword in tight conditions with nowhere to jump off/run to. If they weren't they would have zero use in the game outside of mobility with sword lunge swimming.

  • @woefulmorgana said in NERF THE SWORD:

    All I personally want gone is the stunlock, why is getting slashed with a sword less stunning than getting shot? this is really the only thing that is broken with sword, it would make it more balanced for people who double gun. Right now I consistently get stunlocked into oblivion by sword wielding pirates with a handful of hours.

    Please refer to my previous posts within this thread where I already answer your questions from others like you.

  • @woefulmorgana said in NERF THE SWORD:

    @kommodoreyenser Hit reg has rendered all the guns effectively irrelevant. The only weapon that consistently does damage is the sword, and to add insult to injury for people using guns, you also get sword stunned with every hit, making you unable to put distance between yourself and your assailant, so if they manage to get one hit and stun you, it's game over from there. I'm generally a Blunder/Sniper user for the knockback and ladder guard, but the hit reg on the blunder is so bad right now it's like flipping a coin with every shot to see if it's going to do any damage. I'd be fine just going back to sword while we wait for some improvement, but I hate having all my friends not play because of it.

    Again, see my previous posts within this thread.

  • I don’t like the sword lock, but I do agree with @galactic-geek. Without it, double gunners would reign supreme like they used to. Get caught by a sword and just run away chomping.
    There is no real way to properly make the sword a more enjoyable weapon to use and go against without ruining it in the process.

  • If you hold right click, the sword does 0 dmg

  • @nendie said in NERF THE SWORD:

    If you hold right click, the sword does 0 dmg

    Click and release! Click and release!

  • tbh, i use pistol sniper underwater, sniper blunder in pve, and sword sniper in pvp.
    The sword block is a bit unstable due to being hit while blocking, but that rarely happens to me when i lag.
    The problem is the server imo. Because when there is a lot of destruction happening alongside me fighting, i lag and my fps lowers enormously to 30 or 40, and the sword block does not work nor do i get to see anyone or anywhere. Sword stun makes sense, who wouldn't get tired from lunging. The sword is equal to double gunning.
    Sword takes 4 hits to kill players, while reloading, aiming and shooting from a gun is time consuming but equally damageable.
    Sword vs blunder is simple, if you are a double gunner having precise aim, you would not miss to one shot or severely damage the enemy. But sword can take you out while you are reloading. It is an equal oppurtunity to finish the enemy, and there is nothing wrong with it. However, while getting ready to lunge, you cannot do a turn or 360 degree when locked in a lunge, but i have high sensitivity, and i can make a full 180 degree turn in 1 second while getting ready to lunge. If lower sensitivity players cannot do that, it should be equal then that you can aim and see anywhere while in a lunge.
    Otherwise, i think the sword is fine, its usually sword users complaining to nerf dg, but its the opposite now lol

  • @bighaith Nerf the sword? Nerf the blunder? Maybe we should use pillows? 🤔🤣👍

  • I don't think the sword needs a nerf.

    All this talk of "Using the sword requires no skill, people just spam it and can take out veterans with thousands of hours..." blah blah blah. If you are a veteran with thousands of hours and are that good at PVP and are super good at double-gunning, how did they get within sword-striking distance? Your biggest advantage is that you can do damage at range, so stay out of melee range.

    Also, it takes 4 sword strikes to take out a player, and by that time most double-gunners will have one-shot you with their blunder if they are in melee range anyway. This is a non-issue. I absolutely hate saying this about anything in games, but if you think the sword needs a nerf, in all honestly you need to "git gud". The benefit of double-gunning is every strike does more damage than a sword hit (except a sword lunge), and you have range. It seems pretty balanced to me. Also, this is not COD or Counterstrike. It's a cartoony pirate game. The combat does not need to be so nuanced and perfected that a noob with a sword never beats a veteran. Sea of Thieves is all about putting people on an equal footing, and this is a factor.

  • The sword is completely fine right now, apart from the fact that a lunge attack gets cancelled when any blunderbuss pellet hits the player. The lunge cancel needs to get removed, just like the ADS cancel on guns was removed.

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