Blunderbuss nerf? A conversation.

  • Let's start the conversation about the blunderbuss being nerfed to 90% damage for an increase in knockback.

    What other shake ups do we need?

    I'll go first. I'm pro blunderbuss one shots. I spend alot of time solo, it's really helpful for defending against multiple boarders.

    But if we are going full shake up, nerf close range EoR damage to less than the pistol.

    Source: https://youtube.com/watch?v=4Ftel7aUysk&si=PglO7blIIObS8T3K

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  • I think they're going in the right direction with the Blunderbuss, and have considered its role appropriately. I am a little concerned if the knockback will be a bit much and actually benefit boarders more than harm them, but we'll have to wait and see how it works in practice.

    The EoR can't oneshot, so it's less of an issue, but I get the point.

    If they want to deal with the EoR quickscope, add an element of randomness to the ADS so it's not always just where you had the center of the screen (which actually benefits those using a red dot). Make it so the player has to correct slightly just after the ADS, forcing a hardscope, but make the direction of that offset random.

    (Full disclosure; my main loadout is Cutlass + EoR)

  • Weapon combat has always been pretty whatever to me in sot. I never feel strongly about it.

    Do whatever, change whatever, I'll just adapt with weapons.

    I'm in the middle though, I don't get fired up when I lose and I never try to show off or take pvp seriously.

    It's one of the few gameplay related things in SoT that I just don't feel strongly about in one way or the other, so changes are fine with me.

  • @realstyli My issue isn't with the EoR, it's more with how it replaces the pistol. If they want to give each weapon it's niche, the flintlock needs to have one.

    I bounce between 3 loads outs. Sword + Blunder, EoR, or Knives.

  • I'd rather no weapons be changed.
    When weapons get changed because pvp wants them changed pve use always suffers.

    Sword/knife. PVE fan.

    How about we wait until s14 is released to see how the new (things) harpoon gun is implemented. Is it going to be pointlessly rare like Fair Winds and Skelly Bombs, or oversaturated like the Disney sticks.

  • Blunderbuss nerf is long overdue. I've been asking for it for years, imo nothing should be a one-shot except a cannonball to the face. Good players and double gunners are still gonna lap those below them in skill. Eye of Reach followed up by a blunder spread will still two-tap, that doesn't change. It still protects ladders as always with the knock back. With how delayed mermaids can often be, knocking a boarder into the sea can be a lot more debilitating than the one-shot as it delays their return more than the time on the ferry. What this eliminates is the dogwater players who can't navel and can't fight on land getting a lucky panic shot kill.

  • @captain-coel said in Blunderbuss nerf? A conversation.:

    @realstyli My issue isn't with the EoR, it's more with how it replaces the pistol. If they want to give each weapon it's niche, the flintlock needs to have one.

    And what I suggest would achieve that goal. Forcing a hardscope makes it harder to use in CQC, especially in a double gun loadout, but it still maintains its utility at range. The reliability of ADSing and firing accurately and quickly is the main problem. The pistol's accuracy and ability to hipfire would then make that the preferable choice for CQC.

  • Future:

    If you get stabbed with a saber, you will not have a chance to kill the enemy with a single shot and he will kill you.

    If a knife is thrown at you, you will not be able to kill the enemy with one shot and he will kill you.

    Now you will not be able to kill an invisible cheater with one shot and you will be camped.

  • I'm a solo player too, and I do use the blunderbuss alot also. But it is so frustrating to load in from the ferry only to be one shot when I've been back for all of 3 seconds.
    The 90 damage is still huge and a decent double gunner can easily finish off a player who just got shot. I thinks it's a good change and I'm happy to see it

  • Less experienced players will probably feel the impact more than those deeply invested in the hardcore PvP scene.

    The only new weapon we know is coming is the harpoon gun, likely taking up a weapon slot. This means players might have to choose between a sword or blunderbuss when planning a harpoon gun boarding action. It could make securing a kill during boarding more challenging, which is the main goal—especially since boarding itself is about to get easier. I’m not entirely on board with the change, but we’ll see how it shakes out in the meta. It seems like the days of double gunning are behind us. Personally, I suspect Rare is making this move because they’re disappointed that players aren’t embracing their new weapons as much as they’d hoped.

  • I'm not a fan of nerfing close quarters EoR shots, it makes no logical sense. I also don't like the idea of having a roaming ADS forcing you to hard scope, although I hard scope the weapon anyway.

    Almost everytime someone brings up nerfing the EoR, they point out that it's necessary because it out-classes the flintlock and makes the weapon obsolete. Why don't we have a discussion about buffing the flintlock instead of nerfing another weapon?

    The flintlock reload and hip fire are already both vastly superior to the EoR. We could up the damage a bit, or maybe wield them akimbo and sacrifice ADS, or make the reload even quicker.

    The EoR is honestly fine as is. It's the other weapons that need attention.

  • If they nerf the blunderbuss (which I'm not necessarily against), I'd want to see some useful and powerful anti-boarding tools. Stuff for ladders and for the upcoming harpoon gun that I'm seriously pessimistic about.

  • I fully support no weapon being able to one-shot a player. This nerf brings the blunderbuss in line with what it was intended to be.

    Eye of Reach should have a longer delay in which you can shoot after scoping to prevent quick-scoping.

    Flintlock pistol's damage should be bumped from 50% to 55% so it plays better with other weapons.
    Flintlock pistol should have a "movement stop/interrupt" added to successful shots. Ex: If you hit someone who is essentially "holding forward" to move, the flintlock would stop them from moving, causing them to have to let go of the button and press it again to keep moving. Not a stun, not a slow, just an interruption in movement.

    Double Barrel Flintlock still feels clunky as hell to use, it needs to feel more fluid, and I have no idea how theyll fix that.

    Throwing knives are perfect.
    Sword is good.

  • @th3-tater

    It's not a weapons to be found out in the world like the horn or the tridents. It's going to be a weapon you equip from your armory just like the current six. It will occupy one of your two weapon slots.

  • @thegrimpreacher
    Harpoon gun pirate, blunderbuss.

    Bye bye every other loadout...about time to force swords.

  • @th3-tater
    That's actually a good point and why it has to be changed now. It cannot co-exist with the harpoon gun, that's ridiculous. Season 14 is also traps which can be used in very defensive, anti-boarder ways so focusing on blundie's repelling aspect is in line with giving us more defensive tools.

  • @th3-tater

    @th3-tater said in Blunderbuss nerf? A conversation.:

    I'd rather no weapons be changed.
    When weapons get changed because pvp wants them changed pve use always suffers.

    Sword/knife. PVE fan.

    How about we wait until s14 is released to see how the new (things) harpoon gun is implemented. Is it going to be pointlessly rare like Fair Winds and Skelly Bombs, or oversaturated like the Disney sticks.

    I would have to agree on that we wait until we see what the new harpoon gun brings and whatever else they decide to release before they make crazy changes. Seems like Rare likes to over compensate.

  • I think its the change blunder has needed forever. Its not a bad change since no other slot weapon can do one shots, and 90% damage is still the highest damage in the game. If you land a good meatshot with it, it takes only 2 pellets, a single sword slash, or a blunder bomb that is barely in the vicinity of the target.

    I may actually try out double gunning with that and a pistol for a bit to see if i can get some wild air shots after knocking some one away! May be inspired by pop shots on tf2 cause those are insanely fun. This change feels more in line with the chaotic goofy nature of the game and im all for it!

  • @th3-tater said in Blunderbuss nerf? A conversation.:

    I'd rather no weapons be changed.
    When weapons get changed because pvp wants them changed pve use always suffers.

    Sword/knife. PVE fan.

    How about we wait until s14 is released to see how the new (things) harpoon gun is implemented. Is it going to be pointlessly rare like Fair Winds and Skelly Bombs, or oversaturated like the Disney sticks.

    I dont think this is going to affect pve that much, the blunder still does the most damage per shot so it will still be really good against warden chi! It just makes it more versatile in pvp imo.

  • @ixxxoloff
    An invisible cheater will also not be able to kill you in one shot

  • My question on this change;

    Will ladder juke shotty result in the helm guarding the ladder being catapulted off the boat? IF so, then this change will be cringe.

    We'll have to wait and see I guess.

  • @goldsmen said in Blunderbuss nerf? A conversation.:

    @th3-tater said in Blunderbuss nerf? A conversation.:

    I'd rather no weapons be changed.
    When weapons get changed because pvp wants them changed pve use always suffers.

    Sword/knife. PVE fan.

    How about we wait until s14 is released to see how the new (things) harpoon gun is implemented. Is it going to be pointlessly rare like Fair Winds and Skelly Bombs, or oversaturated like the Disney sticks.

    I dont think this is going to affect pve that much, the blunder still does the most damage per shot so it will still be really good against warden chi! It just makes it more versatile in pvp imo.

    Knives are already better for Ashen Lords. I won't be able to multishot gold skellies when they're dry now.

  • What other shake ups do we need?

    • Sword Perm weapon.
    • Longer in water, ammo becomes wet and needs to be dry/reload from ammo crate.
      (Gives more reason to toss water or vomit on players)
    • EoR should only fire once fully scoped for 1.5 seconds
    • Players on fire should only be put out with water, not over time. Continue to burn until you are hit with water
  • Seems like an ok change. I was never a big blunder user, but expect most others to be so i usually keep some distance. Not sure from how far away you will be able to knock someone back, but that knockback seems pretty wild. We're definitely gonna get complaints from people being knocked off their own ship and waiting for the mermaid that doesn't show. Being in the water can be worse than dying.

    People can get onto your ship without ladders with the harpoon gun next season, no? In that case they will have the element of surprise and likely get the first shot off, which turns it into an offensive tool.

  • @burnbacon said in Blunderbuss nerf? A conversation.:

    What other shake ups do we need?

    • Sword Perm weapon.

    I'm not particularly for this change. I rarely double gun, but it's situational when I do. With harpoon gun and knives, locking one slot to sword seeks odd eve as the second slot has more options. I want to mix and match more, not less.

    • Longer in water, ammo becomes wet and needs to be dry/reload from ammo crate.

    That'd be interesting. Especially for the board-early-and-board-often playstyle of the people good at cqc yet terrible at naval. I'm not sure I'd like it, but I'd not oppose testing that shake-up to the meta.

    (Gives more reason to toss water or vomit on players)

    • EoR should only fire once fully scoped for 1.5 seconds

    Something should be done about quickscoping.. Sot isn't the only game that suffers from it. Some games allow it. Some have tried to patch it. Some have succeeded. I have no dies where Rare stands on it, but it's crjnge in every FPS, and is usually patched out when it becomes problematic... Given SOTs combat pace, limited ammo, limited loadout options, this oddity sounds out even more.

    With all that said, 1.5 seconds feels overly punishing.. I also don't like any feeling of a control bit doing anything. It always more like a bug than intr tional design.. Heck currently my blunder doesn't fire if I pull too soon after ADS about 30% of the time and has been like that since season 11. It feels awful.

    The best idea I've heard so far is have the scope randomly shift an unpredictable direction and small a amount of distance when scoping... Just enougb to dice someone to "line up" their shot. Which is just enough to actively thwart quickscope macros with red-dot overlays.

    • Players on fire should only be put out with water, not over time. Continue to burn until you are hit with water

    Nah. Spawn camping akfesyd has issues. I'm fine with someone setting a ship ablaze while a defender is in the ferry.. But further punishing a defender by having them forcibly abandon ship or go to a singular kowr deck choke point when they spawn in alresyd in fire just is breaking their back. Unintended consequences and all that.

  • Blunderbuss nerf is a good thing, it gives the weapon a niche. EoR getting a nerf would be interesting. I think it would be nice if it was just for cross-boat sniping, but also flintlock would need a buff from 55 to 60 damage. Otherwise, there would be no good interactions for the DB to take advantage of. But even then it's easier to just reload the flintlock.

  • @fysics3037 said in Blunderbuss nerf? A conversation.:

    Blunderbuss nerf is a good thing, it gives the weapon a niche. EoR getting a nerf would be interesting. I think it would be nice if it was just for cross-boat sniping, but also flintlock would need a buff from 55 to 60 damage. Otherwise, there would be no good interactions for the DB to take advantage of. But even then it's easier to just reload the flintlock.

    How does a change from 55 to 60 help?

  • @captain-coel the DB does 40 damage. If it only does 55 you'd have to hit 3 shots to kill. Much too slow.

  • @th3-tater said in Blunderbuss nerf? A conversation.:

    @goldsmen said in Blunderbuss nerf? A conversation.:

    @th3-tater said in Blunderbuss nerf? A conversation.:

    I'd rather no weapons be changed.
    When weapons get changed because pvp wants them changed pve use always suffers.

    Sword/knife. PVE fan.

    How about we wait until s14 is released to see how the new (things) harpoon gun is implemented. Is it going to be pointlessly rare like Fair Winds and Skelly Bombs, or oversaturated like the Disney sticks.

    I dont think this is going to affect pve that much, the blunder still does the most damage per shot so it will still be really good against warden chi! It just makes it more versatile in pvp imo.

    Knives are already better for Ashen Lords. I won't be able to multishot gold skellies when they're dry now.

    Im not sure how knives are better for an ashen lord, even after change they still do less damage.

  • @goldsmen said in Blunderbuss nerf? A conversation.:

    @th3-tater said in Blunderbuss nerf? A conversation.:

    @goldsmen said in Blunderbuss nerf? A conversation.:

    @th3-tater said in Blunderbuss nerf? A conversation.:

    I'd rather no weapons be changed.
    When weapons get changed because pvp wants them changed pve use always suffers.

    Sword/knife. PVE fan.

    How about we wait until s14 is released to see how the new (things) harpoon gun is implemented. Is it going to be pointlessly rare like Fair Winds and Skelly Bombs, or oversaturated like the Disney sticks.

    I dont think this is going to affect pve that much, the blunder still does the most damage per shot so it will still be really good against warden chi! It just makes it more versatile in pvp imo.

    Knives are already better for Ashen Lords. I won't be able to multishot gold skellies when they're dry now.

    Im not sure how knives are better for an ashen lord, even after change they still do less damage.

    Knives can just be thrown incredibly fast.

  • @fysics3037 sagte in Blunderbuss nerf? A conversation.:

    the DB does 40 damage. If it only does 55 you'd have to hit 3 shots to kill. Much too slow.

    No, it used to deal 40 dmg per shot but after the buff it got its dmg increased to 45.

  • @strangeness said in Blunderbuss nerf? A conversation.:

    @burnbacon said in Blunderbuss nerf? A conversation.:

    What other shake ups do we need?

    • Sword Perm weapon.

    I'm not particularly for this change. I rarely double gun, but it's situational when I do. With harpoon gun and knives, locking one slot to sword seeks odd eve as the second slot has more options. I want to mix and match more, not less.

    • Longer in water, ammo becomes wet and needs to be dry/reload from ammo crate.

    That'd be interesting. Especially for the board-early-and-board-often playstyle of the people good at cqc yet terrible at naval. I'm not sure I'd like it, but I'd not oppose testing that shake-up to the meta.

    (Gives more reason to toss water or vomit on players)

    • EoR should only fire once fully scoped for 1.5 seconds

    Something should be done about quickscoping.. Sot isn't the only game that suffers from it. Some games allow it. Some have tried to patch it. Some have succeeded. I have no dies where Rare stands on it, but it's crjnge in every FPS, and is usually patched out when it becomes problematic... Given SOTs combat pace, limited ammo, limited loadout options, this oddity sounds out even more.

    With all that said, 1.5 seconds feels overly punishing.. I also don't like any feeling of a control bit doing anything. It always more like a bug than intr tional design.. Heck currently my blunder doesn't fire if I pull too soon after ADS about 30% of the time and has been like that since season 11. It feels awful.

    The best idea I've heard so far is have the scope randomly shift an unpredictable direction and small a amount of distance when scoping... Just enougb to dice someone to "line up" their shot. Which is just enough to actively thwart quickscope macros with red-dot overlays.

    • Players on fire should only be put out with water, not over time. Continue to burn until you are hit with water

    Nah. Spawn camping akfesyd has issues. I'm fine with someone setting a ship ablaze while a defender is in the ferry.. But further punishing a defender by having them forcibly abandon ship or go to a singular kowr deck choke point when they spawn in alresyd in fire just is breaking their back. Unintended consequences and all that.

    I can get behind having 3 weapon slots. "Something Jack Sparrow would do." Guy has swords, pistols and muskets. The rest sound more annoying and make the sword OP.

  • @streichkase I wasn't aware of this. Nice to know

  • Tbh I don't deeply care nor use the Blunderbuss that much but I think that it would be a good idea to wait for the changes to actually come out in season 14 with the hook and then make the pertinent balance changes to all weapons, not before, it's quite a solution for a unexisting problem. I'm not in Insiders nor I know anything that's going on, but wouldn't it be a better idea to implement the change there first in preparation for season 14 and then make the change once it comes out?

  • @captain-coel I feel like instead of nerfing the blunderbuss, buff all the other weapons. The blunder brings an extra element to the fight that no other seems to do. By making the other weapons more interesting, players will gravitate more towards the other weapons.

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