On the topic of our current weapons.
Everyday I look to my arsenal... Having obtained most mechanically different weapons, I have a lot to say in regards to balancing and limitations. I'll go through the different weapon types address specific weapon lines and what I think is wrong with them.
Swords
Swords, the most iconic weapon of this game. Well within themselves they are the most unbalanced weapons ever. The curve of power from the weakest weapon to the strongest weapon is way to steep, let's look at a few problems .
As for for piercing swords, we only have 1 attack type. The flourish attack style. Snarble Barb has a different charge attack but that's not good enough. We don't have any other piercing swords! We need another one, flourish got boring quick. If you don't want to make an entirely new weapon, I'd suggest turning wild hunting blade to piercing and removing the damage bonus vs beasts to balance it.
Most weapons in the swords category are elemental or normal. Simply because you want a weappn to do a status doesn't mean it needs to be elemental. We have other weapons that break this trend, but swords fall victim to this the most. What if Glacius was Shadow Freeze?
You all know what I'm going to say here. But abruptly ending a weapons crafting path is bad design. New players need to complete their 5 star certification and have no idea the weapon may suddenly end. With that being said. Winmillion needs a 5 star version. I also think sealed sword should get a normal line path because it's originally normal damage and has a unique charge attack. I would love to see the runes random status charge attack explored some more.
So, how well are swords balanced within themselves? It's decent. While Troika, Cutter, Calibur, and Spur lines fall below the power curve formed by Brandishes, Fang of Vog, Flourish, and Sealed Sword lines. They still have their niches and can be fun. However, I believe Troikas should be made a little more powerful, and if I remember correctly Troika cannot stun on basic attacks which makes no sense considering it's supposed to be the heaviest weapon.
Handguns
Guns, offer ranged attacks and defensive capabilities. However, generally do less damage than swords. I believe they are the most balanced within themselves.
Handguns have the most diverse spread of damage types thanks to the gunner update. There's many many choices to choose from. However, that is a problem. For example, let's take a look at blasters, they have a weapon line for every damage type. So, what's the point of using any other run and gun weapon when blasters can do everything? What's the point of using valiance if I can just get 2 specialized damage guns. Now the damage type problem can be solved a variety of ways. We could introduce new unique enemies with different damage weaknesses and resistances. For example, an enemy that resists 2 damage types. Or we could give unique mechanics to the weapons. The easiest being a status, making each one unique.
Guns are pretty balanced within their category! No gun falls too far below or above the power curve and each have their own niche or quirk that gives them a good use. Even the worst guns can excel over meta guns. However, that doesn't mean some weapons don't need buffs. Antigua is simply outclassed by everything and it's niche of 100% accuracy doesnt help in many places. Catalyzer is hard to use in parties, I suggest letting the tags detonate from any source of damage greater than 1.
The rest of the guns are pretty fair except err...*cough* MiXMaStEr Grey Havens, I beg of you, create a craftable version of this gun. Locking content behind a promotion box is not a good idea. It creates a terrible economy for said content and creates greedy merchants. Not to mention, all content will get players playing for longer, if you gave us mixer you would make a lot of people happy. Don't you dare put mixmaster in supply depot, instead make a craftable version. It could be locked behind an event if you want. If i were to do it, the line would start at the 3* Blender, upgrade to the 4* Mixer, then to the 5* Overcharged Mixmaster and Celestial Orbitgun.
Bombs
Bombs... bombs are okay, all of them are really close together in terms of power. My problem here is that we don't have enough variety. If i recall correctly, we have 5 different bomb lines: Vortex, Blast, Shard, Orbital, and Haze.
Summary of Suggestions
Craftable mixer-type handgun would be nice, but it needs alot of fix. It's also extremely overpowered and causes screen shake + massive lag.
- Bomb's aren't okay imo. It's just DR, DBB, mist bomb (sleep/freeze), and vortex.
- Acheron needs a slight dmg nerf.
- What if troika and calibur lines have 1.2x range???
- Calibur lines needs more dmg, it's neutral dmg is nowhere near brandishes. Also it's charge attack needs a fix.
- Cutter lines... hmm
- 5* shadow/elemental winmillion would be nice.
- Fang of Vog is heavily outclassed. Slow attack speed, but still... lower dmg than brandishes. It's charge may be powerful, but it's extremely unreliable.
- B̶u̶f̶f̶ ̶o̶w̶l̶i̶t̶e̶ ̶w̶a̶n̶d̶ ̶a̶n̶d̶ ̶t̶o̶r̶t̶o̶f̶i̶s̶t̶s̶,̶ ̶r̶e̶m̶o̶v̶e̶ ̶d̶a̶m̶n̶ ̶p̶u̶l̶s̶a̶r̶s̶.