Blunderbuss - is it meant to be this OP?

  • Jumping back into Hourglass after the great QoL updates in this season has been overall a fun experience... But that damn Blunderbuss feels seriously OP.

    I've lost count the amount of times I've been hit with 1 or 2 pellets (judging on the damage inflicted) and sent flying overboard from the center of the sloop! Surely the distance you're knocked should be tied to the amount of pellets that hit you, not how close the pirate firing is?

    It feels like there is little learning curve, with many new players quickly realising that hip firing will likely send you off into the air - and due to the harpoon being nerfed before it was even released into retail, there's almost no aolid way to counter this knock back. Also i feel being attached to the ladders should negate this knockback at least a little?

    On the other hand, there is zero consistency if the knock back will even register. We've all seen/experienced a point blank shot doing absolutely no knock back at all - only for the other pirate do the same and send you off into the drink.

    I miss the old blunderbuss. I'd much prefer the potential of receiving a one shot kill, over this total inconsistency with little way of effective countering.

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  • Just get better

  • At least your gamertag is apt!

  • So you prefer to be KO than be sent flying by a one hit wonder? That was the old blunder.

    If anything. Reduce knock back and just make it a ladder guard weapon. If player is on a ladder, knock back

  • @fellow77307 This is never a helpful comment. Please refrain from saying that as it belittles others. Just sayin.

  • @burnbacon 100% - it was much easier to deal with, as there was a fair chance of not being hit by every pellet and being able to power through with the board. Much rather having that gamble and getting back to my own ship quickly via the ferry than swimming for a mermaid that's decided to spawn 20 meters away.

    The whole point of the blunderbuss change was to combat the originally intended mechanics of the harpoon - they should have reverted it (or at least made further adjustments) when they crippled the ability to harpoon directly onto the ship.

    The harpoon is practically useless for attempting another board unless you can quickly connect again close to the ladder - all just for them to knock you back off again and again until you're out of ammo. Half the time you're at the wrong angle after the first knock back, making you a sitting duck after harpooning way behind the ladder/back of the ship.

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