Blunderbuss nerf + hit-reg issues = new low for SOT

  • Well, I can even agree with the damage changes, but there are way too many problems related

    • the hit-reg is much more embarassing now. I see boarders not swiped away that come up to the ladder and do whatever they want on my deck.

    • The knockback should be more effective: I see a lot of enemies that can get hold of the ladder after being blasted away, and they can climb up the ladder BEFORE I can re charge the blunderbuss

    • this is a HUGE change in the meta. It should be way more balanced and reliable. As I can see now, these uncalibrated changes make the game look broken and jaggy.

    And ANYWAY, this is the first time in my gaming history that I see a shotgun that doesn’t kill anything in short range. What the hell were you thinking?

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  • It's so bad as far as performance goes lol

    but I just adapt asap so I can enjoy the sessions

    Combat never really improves in SoT it just shifts.

  • @wolfmanbush ha detto in Blunderbuss nerf + hit-reg issues = new low for SOT:

    It's so bad as far as performance goes lol

    but I just adapt asap so I can enjoy the sessions

    Combat never really improves in SoT it just shifts.

    The real issue here is that it looks like Rare is meticolously trying to change the things that have always worked in SOT, but the real problems are always untouched

    • inaccurate hit-reg
    • supplies not delivered
    • black screen and crashes when server stressed
    • impossibility to finish some commendations
    • cheaters and exploiters

    But hey, let’s nerf the only antiboarding weapon that we have since day one!

  • @fox-gr said in Blunderbuss nerf + hit-reg issues = new low for SOT:

    @wolfmanbush ha detto in Blunderbuss nerf + hit-reg issues = new low for SOT:

    It's so bad as far as performance goes lol

    but I just adapt asap so I can enjoy the sessions

    Combat never really improves in SoT it just shifts.

    The real issue here is that it looks like Rare is meticolously trying to change the things that have always worked in SOT, but the real problems are always untouched

    • inaccurate hit-reg
    • supplies not delivered
    • black screen and crashes when server stressed
    • impossibility to finish some commendations
    • cheaters and exploiters

    But hey, let’s nerf the only antiboarding weapon that we have since day one!

    Performance issues and combat exploits are fair criticisms because they can't balance something that barely works as intended and catering to whichever players they are catering to doesn't have as much payout when people are surrounded by people doing combat exploits.

    I think they should have just kept adding weapons (bow please) and buffing stuff to make it competitive.

    Make everything a weapon imo lol. Would be way more fun than what exists.

    Throwing the bucket, swinging the shovel, ringing the bell, chucking rocks, fish slap, make it rowdy imo.

  • Idk about you fellows but I’ve actual enjoyed it.
    Seems I’ve had better fair fights and everyone seems to rely on cannons more that trying to board. XD

  • @burnbacon I also like it overall. Those one hit kills wont be missed, and I was using it a lot for this. Still.

  • @fox-gr said in Blunderbuss nerf + hit-reg issues = new low for SOT:

    The knockback should be more effective

    Err.... no. It's too effective IMO. Ladder juking shots may now propel a player off a sloop into the water.
    Had it done to me, and I've done it to other players. It's very effective, I'd say unfair to a solo player.

    Today I ladder juked a player off the boat, slowed down the sloop to a crawl and circled to stop their mermaid spawn. Repulsive right?

    Blunderbombs were originally thought overpowered as you could just popcorn players off the boat in PvP.
    This is no different.

  • @igotbread3302 being able to use a medium to long range weapon at close range is the only reason you play SoT? People really need to stop overreacting to weapon changes. Things change, new ways to play develop.

    Performance issues are a real concern. It's certainly more noticeable at the moment.

  • I believe the thought is to give every weapon a unique role in the meta instead of having generalist weapons that work in all situations... which is exactly what they have said in both their update videos and forum posts....

    That being said I personally think the changes are happening because of the harpoon gun looming on the horizon. It is perhaps the most powerful tool we have seen added to the seas and needs to be balanced around to prevent abuse. I wouldn't be surprised if we saw a lot more tweaks and changes on the horizon for the rest of the weapons.

    Personally I hope we see the end of bunnyhopping as well.

  • in my around 20h postpatch-experience i just think that the knockback is not reliable and too inconsistent. its just dumb when boarders can walk thru your blunder pre-eat pines and you are not gonna be able to kill him. he can just spam pines and live forever and there is nothing you can do about it. you can just bodyblock a player thats bilging under preassure and there is nothing he can do about it. just spam pines and make him splash on you. its so dumb.

    imo the first thing that should be done when they want to rework balance is reworking the HP balance and nerf pines to one bite, see how it plays out and go from there.

    i always feel a bit salty about rares weapon changes, people complain about the blunder expecting fights to play out differently when it gets nerfed but they still loosing the fights to better crews ofc. i actually think the blunder nerf hits the casual player way harder who got off a one blunder here and there. same with quick swap, they patch stuff cause the casual player is coping and it changes nothing but take away skill and therefore destroys fun for the more skillful player.

    but thats the direction a lot of games are taking, we are all snowflakes and we are all equal and we deserve the same chance of success no matter if you played 100h or 10000h.

  • @l0cke547 Pineaple indeed were indirectly buffed by the blunderbuss nerf. 90 dmg makes it necessary to go back full health quickly.

    It always was very strong. 2 times 100 is 4 times mangos worth. So 5 pineapples are 20 mangos worth, wich is absurd...

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