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Test Feedback: Weapon Adjustments Round 1

42 replies [Last post]
Fri, 09/04/2026 - 14:24
Cronus's picture
Cronus
Game Master

Welcome back brave testers!

For this round of testing, we're focused on the following weapon adjustments:

  • Mixmaster, Celestial Orbitgun: Modernized disk bullets.
  • Troika, Kamarin, Grintovec: Swing speed and damage increased.
  • Khorovod, Sudaruska, Jalovec, and Triglav: Slight increase to speed.
  • Gran Faust: Reduced charge time.
  • Cutter, Striker: Damage increased.
  • Hunting Blade, Wild Hunting Blade: Added piercing damage.
  • Vile Striker, Dread Venom Striker: Added shadow damage.

To help with your testing, the Supply Depot has the alterered weapons for sale for 1 energy. Remember that all your progress here will be wiped. This server only exists for a brief test. If you run into issues with the Preview Server itself, please post here.

We look forward to hearing your thoughts on these changes. Go forth and test!

Fri, 09/04/2026 - 14:47
#1
Zosu's picture
Zosu

Don't touch Mixmaster and Celestial Orbitgun. People will quit for good.

Fri, 09/04/2026 - 14:52
#2
Calyos's picture
Calyos
@Zosu

Pack it up and quit then. Those 2 weapons are being brought in-line with Mandolin by being fixed and that's a good thing.

Gonna jump in and see the changes to the rest of the gear as other changes sound tasty.

Fri, 09/04/2026 - 14:52
#3
Niteblade-Eight
Don't remove the changes to

Don't remove the changes to them, the P2W element needs to go for trust and standardization.

Fri, 09/04/2026 - 14:53
#4
Zosu's picture
Zosu

Just make new guns if you must and rename Mixmaster and Celestial Orbitgun "Old ...". You will see what people buy/use.

Fri, 09/04/2026 - 14:54
#5
Zosu's picture
Zosu
@Calyos

You fool. Did you ever use a Mixy before. Mandolin is nothing compared to them. If they turn out like Mandolin, they are immediate trash.

Fri, 09/04/2026 - 14:58
#6
Calyos's picture
Calyos
@Zosu

I may or may have not, you will never know. Now the community would appreciate if you'd go back to screaming into your personal echo chamber.

Let the big boys voice their opinion on the balancing changes :)

Fri, 09/04/2026 - 14:59
#7
Blade-Of-Citrus's picture
Blade-Of-Citrus
Gran Faust my beloved

Finally some love for the heavy swords! looking forward to playing around with them.

mixmaster and celestial maybe getting a rerun? maybe even a more deterministic method to acquire them? Getting to play around with them in the preview sounds fun

Fri, 09/04/2026 - 15:04
#8
Top-Platinum's picture
Top-Platinum
Just a reminder

Just a reminder about the Acheron, currently dealing more damage than it should with normal swings. It should be the same as all the other Brandish swords. As an example, it was (and still is) heavily used in PvP purely because of it, essentially matching the damage of the Gran Faust.

Fri, 09/04/2026 - 15:07
#9
Eyeinsky
--

I didn't mean to post this twice sorry, my chrome is bugging.

Fri, 09/04/2026 - 15:07
#10
Eyeinsky
Please don't change the OG disc guns..

Not a big fan of the disc gun changes, i like the properties that keep them unnique and rare.

Fri, 09/04/2026 - 15:07
#11
Calyos's picture
Calyos
Quick catches

Wild Hunting blade reskins didn't receive the same treatment.
Charges of paid orbitguns appear to be using Mandolin vfx.

Fri, 09/04/2026 - 15:08
#12
Deeply-In
Orbit gun

Orbit gun does normal damage instead of elemental

Fri, 09/04/2026 - 15:09
#13
Darklordskull's picture
Darklordskull
regarding triglav:

if you're going to buff the triglav line, could you also consider making it possible to craft in the intended way? No one plays lockdown so there's no way to get krogmo coins for the recipe.

Fri, 09/04/2026 - 15:52
#14
Calyos's picture
Calyos
Heating station

Would it be possible to utilize the 5th arcade slot for some kind of 1 floor heating station? Preferably with a vendor that sells all crystals in big quantities for 1cr each.

Fri, 09/04/2026 - 16:00
#15
Flowchart's picture
Flowchart
troika testing

it seems Sudaruska's damage was buffed as well as Triglav's even though this wasn't stated in the OP
Their reskins Mighty Great Cleaver and Frozen Great Cleaver and the Node Slime Crushers, maybe others don't have the damage buff.

I know nobody cares about T2 LD anymore but it's good that Grintovec has the same speed as Sealed Sword now. However it's now vastly superior in damage. I don't know if increasing Sealed Sword's damage would be good when it would just be reduced again when upgraded. Maybe Sealed Sword can have a higher speed to compensate.

Any chance for the fast heating mission to be added? It was in preview before.

Fri, 09/04/2026 - 16:03
#16
Calyos's picture
Calyos
Huge fan of WHB and DVS changes

Hunting blade is a beast for single target damage now, absolutely loving the amount of damage it can output under the right conditions.
Venom Striker does good damage against neutral and weak vs shadow enemies, the previously existing poison utility especially helps it with dispatching gremlins quickly now. Its flinch potential is fantastic as well.

Fri, 09/04/2026 - 16:05
#17
Number-One-God's picture
Number-One-God
Is the paywall being worked

Is the paywall being worked on Cronus? This is the fifth Preview some players cannot join, the message definitely states that you need to have purchase something prior to 3 months, so even if I did buy something after the last preview I wouldn't be able to join, supposedly.

Fri, 09/04/2026 - 16:20
#18
Kyiia's picture
Kyiia
finally...

after 5000 years, the second piercing sword!!

Fri, 09/04/2026 - 16:23
#19
Doodleman's picture
Doodleman
Buff the heavy swords more. I

Buff the heavy swords more.

I think the damage increase is okay but it still cant beat the acheron normals
Why bother first swinging a heavy slow sword with minimal (21) dmg gain when you can attack faster with acheron.
...and if you start comparing charges it just cant compete to the brandish line.

sundruska vs archeron in training hall t3
382+457 vs 361+361+470 normals

634+677 vs 717+184s wave charges

Like Flow mentioned, don't forget to buff the reskins like the slime crushers and cleavers but also the alpha claw gauntlets

Please buff DA and GF normals and charge too.

I agree with Eyeinsky and Zosu, ultimately changing it might piss off longtime players and whales.

Instead of modifying them, Why not make craftable versions? It would be interesting to have them tied to doing SLs (could we please have a weekly free SL too)

Fri, 09/04/2026 - 16:41
#20
Fastlex's picture
Fastlex
I very much like the

I very much like the Sudaruska line's buffs. On the main server I have a Slime Crusher so I am immediately looking forward to this.

The damage and speed buffs really help this weapon out in not feeling like it lags behind other options. It is hard not to compare them to the Brandish line, and I feel like a little more damage can help it out in clearing enemies at around the same "speed".

I do find it weird to increase the speed to be almost equal to the Sealed Sword line and I feel like that removes from its identity of being the heavy hitter of the game.
The speed and damage changes are beneficial to the weapon don't get me wrong, but I would like to try more of a damage buff over speed.

I assume the Orbit and Mixer will get added visual effects for returning bullets (Similar to Mandolin)?
I kind of wish the Mandolin was added to the supply depot so that I can better compare the three guns.

Again like the Sudaruska comparison, I do feel the Gran Faust needs a little push to compete with the Acheron and Obsidian Edge. Both are safer to use being faster weapons and have a charge attack with no chance of penalty. I am not sure what direction to push this in, if the Brandish line is known for powerful charge attacks then maybe the Sealed Sword line can have better normal swings.

Fri, 09/04/2026 - 16:43
#21
Thatdignity
Add pure normal cutter variant if commiting

I know normal damage sucks.
However, I feel that if they are commiting to adding special damage to the tier 3 cutters, they should add a pure normal damage cutter variant (like the Amputator for the Brandish family). I know my friend who originally got the Dread Venom Striker as one of many normal sword options with his limited orbs at the time.
I think adding these special damages on the original cutters is a good call to add diversity in gameplay but we should consider players who may have obtained these swords for its pure normal damage properties.

Fri, 09/04/2026 - 16:53
#22
Calyos's picture
Calyos
More on the cutter line

Could we get an option to cancel out of the charge attack at any point after we starting swinging? I feel like that'd just be a cherry on top of the current changes.

Fri, 09/04/2026 - 18:15
#23
Promethiean's picture
Promethiean
Split Damage Concerns + Heat Damage Levels

So - I think this is a valid concern going forward with ALL balance changes. Damage Bonuses (Like from Black Kat Cowl) apply TWICE to Split Damage weapons. For example, Acheron gets Damage Bonus to its Normal Damage AND its Shadow Damage. The problem with this is that weapons with only one damage type are getting a lot less of a boost than split damage weapons.

I wanted to know if GH knows about this because it affects whether or not how we judge these weapons. If you DO know about them, then we can judge the current weapons fairly without thinking Damage Bonuses will be changed in some type of way down the line. One-Damage Swords are pretty bad compared to Split Damage so it does feel nice to see Triglav and Sudaruska get their damage buffed.

ALSO: Are you guys gonna fix the damages on Level 10 4 star weapons vs Level 1 5 star weapons? You are debuffing your weapon when upgrading it and you won't get that damage back until Level 7. I think the damage should be split up better throughout the levels.

Fri, 09/04/2026 - 17:59
#24
Catlon's picture
Catlon
Hunting Blade piercing damage is great

I will also definitely now be using the Vile Striker recipe that I bought a while ago. But I believe like everyone else that the current diskguns should remain exclusive onwards and the new balanced ones be introduced instead. Make them untradable or unacquirable.

Fri, 09/04/2026 - 19:05
#25
Jcyrano's picture
Jcyrano
Mixmaster, Celestial

Mixmaster, Celestial Orbitgun: Modernized disk bullets. Will they Do more damage and status on return? So far they do not become brighter... also when backed to a wall You loose one of the disk, it hits the wall before "getting shot"

Sudaruska, Triglav: They feel good a bit more responsive than live, You still need Attack speed on them to make them as fluid as Gran Faust but not bad. Can we see it a bit more increase to be able to test?
Gran Faust: Reduced charge time. This feels great! thanks!
Dread Venom Striker, Wild Hunting Blade: The damage is good but the ghost strike is shorter than the "main" attack is it intentional?
I like the consistency on the flinch on the 3rd and onwards? does the 4th flinch? the 5th do flinch on the striker line.

I also AGREE on the concern on dual damage that Promethiean points out... So far Sudaruska still out damage Wild Hunting Blade, Acheron and Gran Faust on Neutral objectives on hit per hit which feels great! even when the other weapons feels good Sudaruska still tops them of... albeit the attack speed now is a Bit better... not sure if will remain like that when ported to Live... But also a concern is the amount of attacks per "combo" Wild hunting blade hits up to 5 times(plus ghost strikes) Acheron has 3 strikes... so Sudaruska gets a bit behind overall but is not awefull.

Fri, 09/04/2026 - 18:28
#26
Pineytea's picture
Pineytea
Good changes overall

The new DVS and WHB changes feel wonderful; they are in a very solid place, pretty much almost on par with other often used weapons, it's very fun.

2-3* Troika and Cutter variant buffs are welcoming as they were quite on a weaker side in terms of progression before. Been trying with full cobalt gear in Snarby and RJ, seems pretty fine

5* Troika line buffs are welcoming as well, the swing speed is nice for the whole line and is in a good place. It got an additional damage buff as well, which I'm not sure seems intentional as it is not mentioned, but the damage buffs here are good, IMO it should be kept

Gran Faust reduced charge time is good, charge still feels a little niche to use though as there is only one projectile that doesnt cover as much as brandish lines (and/or it also feels weak damage wise) or Divine Avenger and self-curse kind of kills any reason to charge with it really, since the charge isnt really that powerful to begin with
Additionally Acheron vs Gran Faust debacle is still a concern as they essentially deal the same damage, I do agree with Top-Platinum on that, that should be looked into. It's a bit absurd honestly, kind of removes any reason to use Gran Faust in the first place lol

As said previously Orbitgun/Mixmaster needed the fixes, good change, healthy for the game. On a different note, Orbitgun specifically seems to be dealing normal damage currently.

Side note please bring back the fast heating mission with respawning heat pads, leveling stuff to lv 10 just to test is a slog.

Fri, 09/04/2026 - 18:41
#27
Spark-Of-Kill
Initial Feedback

This. Update. Is. AWESOME. As someone whos borderline obsessed with SK's melee combat, seeing sword buffs is like waking up on Christmas morning.

The Troika changes are greatly appreciated. Personally I thought they were "fine" before. (not too good, not too bad) But buffs are a very welcome change.

The Cutter buffs are genuinely game-changing. The most significant buff from this update isn't even in the patch notes: The third attack from Cutters have the ability to flinch monsters! This is single handedly the best change to the weapon type, everything else is icing on the cake.

my only concerns so far:

  • I and many others would prefer Dread Venom Striker to remain a pure normal damage weapon. It kinda sucks to no longer have a normal damage variant for the Cutter line, even if its "not optimal" or whatever, having the option outright removed without anything taking its place is annoying.

    Personally, I'd vastly prefer DVS to remain normal damage, and perhaps a new cutter is added to the crafting line to cover shadow damage. We really don't need more shadow/poison weapons, we already have plenty of those. (oh right, DVS is the only normal/poison weapon in the game as well)

  • With both Cutter lines being able to flinch on charge attacks, I feel like it'd be necessary to adjust Wild Hunting Blade's natural charge time. Previously, WHB had slower base charge speed in exchange for its ability to flinch monsters over DVS. But now, both weapons can flinch but the hunting blade is slower for no reason. (please keep the flinching & speed up Wild Hunting Blade)

Please revert the changes made to the projectile speed on Divine Avenger and Gran Faust. At the moment the swords travel through monsters far too fast and it ends up dealing less damage due to registering less hits. The swords from the charge attack lingering for a shorter period of time is nice, but the projectile speed being increased actually hinders the weapon.

Diskguns:

Yes, continue to close the gap between old mixers and the Mandolin. For the minority of players against the idea, I'd like to bring this up: The improved bullet collision on the Mandolin mostly negates the issue with Mecha Knights and Almirian Crusaders blocking the attack, as you can hit them around their shield much more frequently then before. The only real difference would be dealing with Devilites dodging Mixer/Orbit, which honestly seems like non-issues if you ask me.

bug and possible bug:

  • Orbitgun currently deals normal damage on its basics
  • The charge attack bullets have been completely swapped with the Mandolin projectiles. Visually this just looks off, and the colors also don't line up. please stick the the regular diskgun bullets
Fri, 09/04/2026 - 19:13
#28
Looney-Dragon
mixer bullets shoot further back, so now hits wall like mandolin

Previously if backed against a wall when shooting a mixmaster it could shoot both bullets just fine. This update makes it so one bullet hits the wall like the mandolin's bullets.

Edit:
When shooting the diskgun line the bullets also behave similarly when close up. One bullet does damage just fine but the second doesn't. It "detonates" but doesn't deal damage. This happens when close up to punching bags in training room and, apparently, to smaller monsters like dustbunnies.

Fri, 09/04/2026 - 18:51
#29
Tailslanga
My two cents

I'm glad to see older weapons getting some love to compete with brandishes!

I can suggest some more things:

1) * Increase the base damage of the Divine Avenger and the Grand Faust (for both normal and charged attacks)
* Add Family monsters specific damage, Undead H or VH for DA and Gremlins for GF
* The charged projectiles from the DA and GF could trigger a 2x2-tile explosion upon reaching their limit or hitting a wall—or perhaps a 1x1 explosion for the DA and a 3x3 one for the GF.
* Maybe the knockback could also be reduced a bit.

2) A full Sealed Sword evolution to 5* would be cool in the future, Its charge attack and design make it unique; it's a shame it doesn't have an evolution that follows its original design, it could be a normal damage weapon thant can inflict a random status effect.

3) Remove Fang of Vog self-fire effect, this weapon is very good as it is but the self-inflicted fire limits its full potential

4) Add fiend H to wild hunting blade and slime/gremlin H to Dread Venom Striker and make their swings and charge attacks a chance to cancel enemy attacks; It could act as a weapon of constant pressure.

Obviously, these are suggestions, not orders hehe

You can take them into account or not, as this is feedback I’ve gathered from players over the years.

Fri, 09/04/2026 - 19:17
#30
Holy-Nightmare's picture
Holy-Nightmare
No to the DVS change

Dread Venom Striker should remain normal damage.

I get that Shadow damage might be thematic and cool but it's not very good for it.

First it has to compete with 2 powerful blades for Shadow damage that deal with Shadow weak prey much easier. The Acheron has a charge attack that can be used for ranged damage and allows you to both hit hard and play safe. Similarly you have the Gran Faust who has a wide swing and strong knockback also helping to keep enemies at bay.

Not to mention direct competition with the event exclusive Obsidian Edge who holds a strong niche beside the Acheron for it's poison status and shadow damage.

When you consider the Cutter line of weapons and their attack pattern it's a very bad match into enemies like Slime and Gremlin. Both slimes and gremlins tend to bunch and clump up leading to situations where single target focused damage isn't that useful... more likely than not you'll be eating a hammer to the face or getting a spike in your direction from one of the slimes that hung back to shoot at you.

Lichens, Glop drops, Thwackers, Demos, the various constructs that come with most gremlins, Jelly cubes, Toxigels, Ice cubes, as well as Royal Jelly and Mini Jelly all will pose a big threat to the player due to their size and HP or the fact they come in swarms.

-----

If you really must make a Shadow damage cutter then maybe try making a new line instead. Normal/Poison is a unique niche at the moment and making it into a Shadow weapon suddenly puts it up against several other Shadow/Poison weapons for that role which would honestly be a nerf IMO.

One thing you COULD do is make a 5 star counterpart to the Red Saber... it's also a Cutter style weapon and could be it's own thing for 5 star, it would even be a better match into Ice Cubes at the very least by stripping them of their Icy form.

Fri, 09/04/2026 - 19:39
#31
Looney-Dragon
orbitgun charge attack

Testing done in training hall against undead punching bag in T3:

Fully heated mixmaster is doing 212, whereas lvl 01 orbitgun is doing 310 on charge attack.
As others have stated, normal attack for orbitgun seems to be doing normal damage

Fri, 09/04/2026 - 21:07
#32
Trav-Merchant
Troika line forward momentum.

The troika line changes are extremely welcome, excellent job on them as well - they seem like they will now be competitive with other weapons and won't seem like a detriment to bring into harder missions by players.

The only issue with the changes is that currently the Troika line of swords have an issue with range when paired with attack speed. The knockback of the first swing will cause the second swing to miss just short of the target when attack speed is messed with too much. Likely because, due to the increase of speed, the forward momentum of the swing isn't applied for as long.

This could be fixed by either a tiny range increase to these swords, or making the forward momentum stronger & more consistent. The damage is now there, but if the attacks miss, the swords will still feel rough.

As a side note, removing the pay-to-win elements of the older orbit guns is objectively a great change for the health of the game. Please stand by it.

Fri, 09/04/2026 - 21:14
#33
Leidran
These changes sound great!

While I won't be able to try it out until a couple of days, these changes sound great so far. I love most of the swords tweaked here so having a larger selection of powerful weapons to use will be quite interesting to try, specially Grand Faust, since it has similar mechanics to the Fang of Vog, my favourite weapon.

The changes to the Mixmaster and Orbitgun were also necessary, these weapons rather unorthodox properties made them overpowered and since they were tied to prize boxes, were arguably pay 2 win. While we can't still obtain them through more "standard means", this is an excellent change nonetheless that I hope to see in the live servers.

Fri, 09/04/2026 - 22:54
#34
Dantheus-Ftw's picture
Dantheus-Ftw
Good

Wild hunting blade now doing piercing damage is great! I'm still conflicted on Dread Venom Striker being normal and shadow damage since we already have Obsidian Edge. It would probably be more interesting to see Dread Venom Striker be normal and piercing damage while having damage bonus vs fiend high. I would like to see a new cutter line that is focused on shadow damage that can inflict fire, that would be cool.

Gran Faust reduced charge time is great but I still find no use for the charge attack when there is still a possibility of getting a real nasty self-curse.

Can we please get craftable versions of the Mixmaster and Orbitgun?

Lastly, for testing servers would it be possible to make forging test weapons go from level 1 to 10 in one go? That would be nice for future testing. Thanks!

Fri, 09/04/2026 - 23:10
#35
Zosu's picture
Zosu
Imagine farming and saving >1 year for Mixy/Orbit

And after you invested so much time to get this superior weapon, it gets nerfed, so it's a useless elemental Mandolin.
Even if someone used IRL money to get it, it's arguably even more evil to switch out their product.

At least leave the old versions that players already have alone.

Don't listen to the trolls. Instead of nerfing them by making them like useless Mandolin, there are two better ootions:
1. Make Mixy/Orbit more easily available, for example, by crafting Thricer Splicer into them with an alternate recipe.
2. Upgrade useless Mandolin by copying the code of old Mixy/Orbit over and just changing damage type (or make an extra craftable version of Mandolin, colored red with the old superior Orbitgun code).

Mandolin shots are inferior to Mixy. They hit switches more reliable, but that is the only and a very very minor thing they do better.

GH can look at my player data on production to see: I know what I'm talking about. I have Mixy/Orbit and Mandolin, all heated to level 10, meaning I used them sufficiently to know them. I've been playing every day for like 9 years. I cannot stress this enough, Mandolin projectiles are a downgrade to Mixy/Orbit. Do not touch them.

Sat, 09/05/2026 - 00:13
#36
Exelius
The damage buff to the old normal weapons is good-

The damage buff to the old normal weapons is good from what I've seen, hunting blade line is viable now. Sudaruska and Triglav damage increase feels good as well. Dread Venom Striker might be a little to strong but is good.

-Gran Faust, making the charge more viable is cool and all but the charge attack will always be super unviable if the player can get inflicted with curse.

-Orbit Gun is shooting mandolin colored shots for the charge attack, damage is messed up seems to be doing normal damage instead of elemental.

-Celestial Orbit Gun/Overcharged Mixmaster, leave them as is, projectiles should not be detectable by mobs, this is one of the main values of the guns, grandfather them in. If they are changed though they should get the same boomerang shot bonus as the mandolin.

Mixmaster/Orbit Gun(this is gonna be a fun talk): With disk guns being added a big discourse is obviously brewing about whether mixmaster/orbit gun should be stronger or equal to the new disk guns. A balance needs to be upheld or you're are punishing a chunk of players for nothing. Mixmaster and orbit should at the very least be slightly better than the new guns otherwise all the players who have invested lots of time and obviously money into them is getting majorly ripped off. The value of mixer/orbit is going to drop significantly either way, it'd be more healthy to let it happen slowly than instantly. Putting it another way, no one will leave the game if you leave mixers/orbits untouched however changing them will cause people to quit. Thems my thoughts anyway.

Fri, 09/04/2026 - 23:12
#37
Ainogommon's picture
Ainogommon
The good, the bad, and the buggy

Overall I love these major weapons changes so far.
Going from the best to the bug.

-Cutter lines

I absolutely having a good time testing all of them. New change with flinch mechanic every 3rd or 5th swings combo
Make it fast paced high risk, high reward weapon to use. And with damage boost on top from split damage this will helping with keeping up with a party.

-Troika

The damage boosts are nice. The attack speed different is hardly noticable but still better nonetheless.

-Orbitgun, Mixmaster

The mobs now react to the projectiles of these weapons. Nice job!
The orbit gun bullet now bugged and deals only normal damage with charge still retain the elemental damage.
Both bullet on basic attack has no visually change on return shots.
Orbitgun charge attack is using mandolin projectile. Mixer charge has blue mandolin projectile but also no return damage boost visual effect.

Fri, 09/04/2026 - 23:35
#38
Plushie-Knight's picture
Plushie-Knight
Gran Faust Feedback

Hi there, chiming in on the Gran Faust Charge Time buff, first thing I had on hand to test.

On Preview with Max CTR and Max ASI, GF can put out a charge every ~3.1 seconds. On Live, it's every ~4.2 seconds. Which is nice, it lets you rip the charge more often, which is the more consistent means of applying it to enemies, which is the sword's unique feature. Sounds decent, but.

I don't think it hits the core of what GF needs. I use Divine Avenger most of the time on the Live server- literally, it's in my equipped weapons at least 2/3 of the time, and I use it a lot. Sometimes I switch to (or run it alongside) Gran Faust, but most of the time GF is left behind. Their distinct Charge Attacks are much of the reason. DA's spread shot works nicely for widespread crowd control and herding enemies, so it feels nice against hordes of Slags, or controlling where enemies go for a defensive party-guardian feeling. Now that the base Charge time of GF is the same, it feels comparable. A single large blade, more offensive, inflicting Curse. This buff makes that a little better, *but.*

The self-curse as it stands is a problem. I don't think it should be taken away; frankly, that would be boring. The whole theme of the weapon is the Faustian Bargain; power at a price. I think it can be fun for weapons like GF or Fang of Vog to splash back on the user and cause status. My problem is that the cost doesn't fit the reward.

Right now, one can dedicate an entire build to Curse Resistance - both Helm and Armor slots locked on one of the few Curse Resist innate options, plus a Medium UV, Trinket, or Sprite Perk, or one Helm or Armor slot with Maximum Curse Resist UVs on both, plus Trinket or Sprite Perk - and still get Cursed while using GF.

It's a fun roleplay concept to specialize in Curse-resistant armor to allow yourself to wield a powerful, forbidden tool. ...except, not only are you still mildly cursed, its post-buff performance is still merely *comparable* to DA as its sibling, or Acheron as the reigning Shadow/Normal pick, or even the post-rework Dread Venom Striker. All of those other options can rocket ahead as players can dedicate their Armor, Trinkets, and Perk to maximizing their offense, while GF sacrifices most of those just to catch up to the starting line.

Plus, in the vanishingly few places that your maxxed Curse Resist helps against enemies...the Curse-dealing enemies we have all resist the Shadow GF and are immune to its Curse anyways.

I feel that Gran Faust needs something more. It either needs to feel powerful enough to justify the inevitable self-Curse, or - and I think this is a worse option that weakens its identity - a weaker self-Curse than could be totally mitigated. It's a cool weapon, and fun to use. It's a nice buildcrafting challenge to try and work with the drawbacks of Curse, especially since the most ubiquitous armors are vulnerable to Curse. It just needs the kick to make it worthwhile. The new Charge time on parity with other options is nice, but it still feels less like a Deal with the Devil and more like a Devilite Phishing Scam.

Sat, 09/05/2026 - 00:00
#39
Picothea's picture
Picothea
On discguns and entitlement

I think a lot of players overestimate what’s “fair” to them in regards to the classic discguns. I wasn’t playing back when they came out, but I doubt the company promised they’d be some of the strongest weapons in the game, much less that it’d stay this way.
From what I’ve been told, they aren’t even particularly rare lootbox drops, it’s just that the box containing the Mixmaster hasn’t returned consistently.

My outlook on the situation is that someone who worked to obtain these classic discguns were granted the boon of having such a weapon FAR in advance of any other player. They were objectively overpowered compared to other endgame weapons, otherwise you wouldn’t see them in every optimal loadout. You should be glad you had this opportunity, not upset that it’s over… if you can even call these tweaks “over”. It’s been 12 years since the Mixmaster came out!

The sheer price of these discguns is the playerbase’s decision at the time, and not one manually put in place by the developers. Some players chose to invest a lot of time and money into getting an item people knew to be overpowered. Sometimes nerfs (in this case tradeoffs) happen. If you stand in opposition to these changes, you’re asking for the game to be stagnant in its quality.
The classic discguns are going to remain some of the best weapons in the entire game- in fact, THE best in elemental damage output if the current values remain accurate. Their damage isn’t being taken away (apart from the bug where bullets can disappear early), and I am confident they’re going to remain top picks among meta shadow lair builds, and anything else that’s endgame. I don’t see why the weapons need to be even greater than that.

So, developers, thank you for your work, and please do go on. I am excited to see weapon rebalancing and I strongly encourage the ideas.

Sat, 09/05/2026 - 00:07
#40
Utrex
Cutters and Troikas

I've been testing the Triglav, Dread Venom Striker, and Wild Hunting Blade.

Starting with the Triglav:

I think this is a great weapon now. The swings feel heavy and powerful, and the charge attack now feels much more fitting for these giant blades. The only thing I would change is to give the forward lunge in the middle of the charge attack, which occurs just before you bring the sword down, a "push" knockback to enemies in front of the player (similar to the one from the Rocket Hammer charge attack). This is because sometimes I get caught onto an enemy during the charge attack which prevents me from unleashing the attack onto a group of enemies.

Now the cutters:

Again, the damage adjustment is very welcome here! I've gone through the third tier of the Arcade twice now, my first run with the Wild Hunting Blade and the second run with both the Wild Hunting Blade and the Dread Venom Striker. While I think the basic attack is pretty much perfect, I have some suggestions for the charge attack for the Cutter line:

* The charge attack could use a bit of extra damage. I notice that the ghost attack deals the same damage dealt during the basic attack, and the non-ghost slashes deal increased damage, but only by a fair amount. A solution could be to increase the ghost damage as well, and/or to further increase the non-ghost slashes, maybe by an additional 33%. While this may seem like a significant increase, I feel that this works because of how exposed the charge attack leaves the player to enemy attacks.

* To make the charge attack feel safer and more powerful, I think extending the slash attack range to wrap around to the sides of the player could work. So in addition to the front, enemies that stand near the player to their left and right sides, and anywhere between the sides and the front, will get hit by the charge attack slashes.

Sat, 09/05/2026 - 00:11
#41
Fangel's picture
Fangel
I was pleasantly surprised (wall of text incoming)

After some time with these weapons, I have some feedback to throw into the ring.

Firstly, the Cutter buffs. The Wild Hunting Blade change is perfect - this is how the weapon should have always been. Additionally, it's giving variety in a very stale damage type for swords. This is absolutely a win, and it feels great to use.

The Dread Venom Striker actually surprised me - I was not expecting it to be good, but the extra flinch capabilities from being specialized damage actually had it holding its own against enemies that cutters have long struggled against. Additionally, when testing the damage numbers in the tier 3 training hall, the split damage shadow Dread Venom Striker only lost out on like... 30 damage total against enemies that resist it. Without damage boosts, it only lost out on about 20 damage per swing. Against neutral enemies, the Dread Venom Striker benefits from split damage like a Brandish would, making it deal significantly more damage to neutral and weak enemies, while not losing all that much damage against strong ones.

So as much as I thought I would want the Dread Venom Striker to remain normal damage... I think it would be better as a split damage sword. That being said, Dread Venom Striker is definitely the worst shadow sword in the game, competing with very strong swords like Gran Faust and Acheron. The poison it inflicts is also directly competing with the Obsidian Edge. I believe it might be better to create an entirely new shadow cutter - maybe give it a different status - like sleep. This would give more options for inflicting the sleep status, and sleep as a status would be an excellent boost to its effectiveness VS dangerous enemies like Giant Lichen Colonies and Gremlin Thwackers.

Next, the Orbitgun and Mixmaster. These weapons now act like actual guns, and it's great to see them coming to a more balanced position. Unfortunately it appears that they're both bugged, not dealing additional damage on the return, and the orbitgun in particular is dealing normal damage, not elemental. Once these bugs are squashed, they'll be perfect and ready for the masses.

The Troika line is certainly an interesting buff. They now actually feel like heavy weapons, but without being overbearingly annoying to use. The 5* versions may actually become valid options for many parts of the game - the swing from a Sudaruska dealt comparable damage to a Gran Faust in a brief lockdown test my partner and I tried. I think that the only tweak that may be worthwhile is a very, very small nerf to its base attack speed. I'm talking something like 2% slower. The weapon is competing with sealed swords, but I believe Troikas can be raw power while being a bit more unwieldly, while Sealed Swords can be easier to control and be more targeted with specialized damage.

One last thing that I believe is worth addressing - with the buffs made to lower star weapons (2-3* Cutters and Troikas), these weapons now vastly outperform other weapons in their shared tier. While Sealed Sword still is fine, a Tempered Calibur is looking a bit worse, Cautery Sword trails behind, and strangely Arc Spur is now the worst damaging sword of the bunch. All three of these weapon lines should be given an extra look to make sure they keep up in the early star levels. I'd recommend giving the Spur line a similar treatment that you've given Cutters - a shadow and elemental Spur with split damage would be pretty substantial, and maybe revisiting the Cautery Sword's identity since the bonus damage VS slimes really holds it back.

Very good work, Grey Havens. I'm satisfied with the direction of these balance changes.

Sat, 09/05/2026 - 00:14
#42
Fangel's picture
Fangel
@Utrex

The charge from a cutter has always been dangerous to use. I think it's fine if they remain dangerous - the fact that both cutters can flinch targets caught in them does a lot for it. I flinchlocked Seerus out of his hammer attack several times while running OCH, and that was with a level 3 sword with no damage boosts on elite (2 player party).

If we were to give it a change, I'd say to let the player shield cancel out of it at any point. That gives complete control to the player but will require learning new muscle memory to not cancel the charge too early.

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