Weapon Balancing for Loadout Diversity

  • The Issue

    The Sea of Thieves has many ways to hurt yer fellow pirates (whether intentionally or not). Each pirate can find new and unique ways to dish out some damage and decimate their foes and unique tools to specialize with… yet, as a devotee buccaneer myself, I believe something hurting this diversity in an often undiscussed way is the lack of difference in pirate’s choices of loadouts, and the clear advantage that comes with certain weapons. A few weapons reign supreme amongst the others, and overreach into the niche those other weapons are supposed to fill. The removal of quick-switching weapons did help sea-farers and landlubbers alike try new things, but I believe there may still be work to be done.

    For example, the Sailor’s Eye of Reach performs well at long range; its main use for many pirates. However, the issue comes with its versatility at close ranges as well. It is very easy to hit a shot on a pirate who’s directly in front of ye, or even a fair bit away. This leads to spawn-camping with the Eye of Reach that cannot be countered if done right, as there is a huge advantage to quickly scoping to deal high damage, with little to no spawn protection.

    A situation like this is where the Flintlock Pistol should perform well, close-medium range, quickly drawing and firing to deal damage to pirates without much hassle. The Eye of Reach, however, which is intended for long ranges, counters any weapon if used effectively. So, with no reason to change, high-skill swashbucklers gravitate to this weapon due to its sheer versatility and undoubtedly optimal performance at all ranges, from ship to ship or stern to bow.

    Another leading weapon is the Blunderbuss and its ability to completely and instantaneously send an unfortunate pirate to Davy Jone’s locker at full HP. This item has little to no consequence for improper use, and when wielded properly, can lead to some pretty frustrating moments. Weapons like the humble cutlass lose their functionality, especially when ye’ve just respawned in a tight corner and the only way to go is toward the gaping maw of a blunderbuss.

    These issues make weapons like the Double-Barrel Flintlock, and the Flintlock Pistol obsolete in higher-skill duels.

    So, what can be done?

    I could go on and on about all the times I’ve been outplayed, like that time I missed a foe with my throwing knives on five occasions and blamed it on the wind, but complaining without offering advice is… just complaining. Creative feedback is essential to the player experience as well as the creative process. As such, I recommend the crew at Rare help to balance some of these weapons through some suggestions below. Of course, these suggestions be more ‘guidelines’ than a plan of action.

    Eye of Reach
    A good change could be to have the Eye of Reach have more bloom when not scoped, and a slightly longer scope-in time to prevent nasty and quick strikes of high-damage. This wouldn’t affect the long-range capability of the Eye of Reach, but would make it feel more like a sniping tool than an unstoppable sailor-smiting tool from any range.

    Blunderbuss
    The blunderbuss is a mighty weapon, and should feel like a brick wall being thrown at another pirate, but shouldn’t but an unexpected surprise. After all, ye don’t see anyone trying to be sneaky with a Blunderbuss. Save that for the Throwing Knives. The blunderbuss could fit more nicely into its niche by having a slightly longer time to draw it. Since it has the potential to instantly dwindle all of a pirate’s HP, it should be able to be expected and accounted for. It feels incredibly quick, and I’ve had one too many incidents of the ol’ “sneak up on ‘em but they suddenly turn around and turn ‘yer bones into mush out of the blue” for my taste.

    Another option would be to slightly reduce the damage, so a fully healed pirate wouldn’t have to worry about a sudden instant-annihilation. However, this could upset quite a few pirates, so it be a risky path to take.

    Flintlock Pistol
    The trusted flintlock, a loyal companion any wannabe sailor. “Man’s Best [Sidearm]” has lost its ground in the era of fancy new weapons. It is outclassed by others in most regards, and I’m afraid it be impractical to use. The Flintlock should take on the medium to short range, with a quick draw time to really make you feel like cow-pirate. This could satisfy the desire of many pirates to quickly switch to a ranged weapon and finish off a foe, which is where the Flintlock could excel. The Flintlock having a shorter draw time and scope time would make it a good way ti bring back the classic strategy of “double gunning”, but in a way that feels fair and easy to learn. This could also make it very useful in PvE combat, to quickly take down a Gunpowder Keg skeleton without interrupting much of your usual sword fightin’ during a Fort of Fortune. Or, if ye need to get water out of yer hull, ye can quickly switch to a flintlock to keep those dastardly boarders at bay without sacrificing too much time.

    Why?
    These changes would help to balance the different weapon choices, and give charismatic destruction-device a home. With all due respect to those skilled and competitive pirates out there, yet with firm compassion for new swabbies trying to learn the ropes, these adjustments would be a beneficial change to the Sea of Thieves to help bring about diversity and expansion of the features in the sandbox that pirates already posses.

    Thank ye for yer time, and may the tide be in yer favor!!

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  • Fully support this.
    Personally I think the EoR should have an even faster bullet speed, worse spread unscoped, and drop to the same damage as the flintlock.

    This would make it excel even more at long range, but not have any real use at mid/close, where the flintlock would be more efficient, especially given the proposed inscrease to flintlock draw speed. Having it do the same damage as flint would mean you would use it for its intended range, and swapping to a mid range wep when people close in

    Blunder could have damage toned down but knockback increased, improving its anti-boarder or disruption ability, improving the dual flint and regular flints standings at close range.

    And to be honest, removing the blunder's 1 tap would vastly improve the flow of all the weapons. It just needs to go.

    I think these changes would help each setup in their respective niches, and eliminate taking blunder/eor just because they do the most damage

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