Here's my hypothetical balance patch, just for fun:
Weapons:
+All guns now have the same ads speed, same as the EoR’s. Currently the pistol has the slowest ads speed. This would help with fluidity and feel, while not buffing any particular loadout too much.
Eye of Reach:
-Damage reduced to 60
EoR spam is very oppressive, and you need food that heals 45+ to survive a 2nd shot. Reducing the damage to 60, means that pomegranates will become a more viable food.
Flintlock:
With its ads speed significantly increased it will work better combined with any weapon, already balanced
Blunderbuss:
Now shoots 9 bullets of 10 damage. Spread slightly reduced.
The damage change is for cleanliness in breakpoints, average damage per shot should not change, however, it will combo easier with the eye of reaches reduced damage, still needing to hit 4 blunder pellets. With the reduced pellets, the spread is decreasing slightly so that the range to hit 4 pellets to combo with the EoR remains the same.
Double-barrel pistol:
The double barrel pistol often feels odd to use with its shots firing on release, here's how i would rework it.
Charged shot removed
+Damage per shot increased from 45 to 50
-Time between shots increased to 1 second
-Reload time increased by 20%
The doublebarrel pistol can now combo with itself, working as a reliable single weapon two tap. However you will need to wait a long time before being able to shoot two shots again.
Cutlass:
+Added hitmarkers so that you know when your hits are connecting
+Reduced the time you need to wait before being allowed to sprint after a swing.
-Reduced the stun when being hit by the cutlass.
Instead of the sword keeping your opponent locked in place, you can now chase your opponent down by being able to sprint more often.
Throwing knives:
Not much to change here other than this thing needs better hitreg. Less slowdown while throwing knives would be good too.
Curses:
Curseballs
I believe good options for counterplay are required for a good combat experience. Most curseballs do not have any counterplay, for example, you cannot catch your anchor even if you see an anchorball coming and you are ready for it.
Unique options for counterplay for each curseball is hard to implement. So i propose being able to shoot curseballs to break them while they are flying.
-If you hit a precise shot on a curseball flying through the air, it will break and dissipate.
Bonecallers:
Bonecallers are too oppressive for a single throwable.
-Skeletons spawned reduced from 3 to 2
-Skeleton health is now aligned with regular pve skeletons (1 bullet or 3 sword swipes to kill)
-Skeletons no longer block player movement.
Ships:
-Cannonballs now do 1 damage to the wheel and anchor instead of 2. This aligns with the damage cannonballs do to masts. The wheel is an easy target on brigs and sloops, and having them do double damage can make it very time consuming to repair. Chainshots would still do 3 damage to wheels, making one well-placed chainshot or 3 cannonballs in a row necessary to completely break the wheel.
