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Test Feedback: Weapon Adjustments Round 2

56 replies [Last post]
Sat, 09/12/2026 - 19:30
#51
Thats-Rough-Buddy's picture
Thats-Rough-Buddy
Top of page 2 baby

On a side note, seems like everyone is in support of the WHB improvements. Pretty obvious one there.

For the DVS, adding a 3rd split normal/shadow line may be best. Could make it unique with some other status instead of shadow poison. Then can keep the DVS normal damage, weak, and irrelevant for the 3 people who claim to like it that way.

Would be cool to see that graveyard phantom curse striker make its way into players' hands...

Sat, 09/12/2026 - 19:30
#52
Spark-Of-Kill
Round 2 feedback

First things first, remove the $5 paywall. I don't see what there is to gain by not letting F2P players in on the testing.

These changes felt good, especially Gran Faust. It was almost like using a whole new weapon by having a charge attack that doesn't put you into timeout every other use.

If DVS is to remain normal damage, I'd like to see it get another bump in damage to at least match Wild Hunting Blade against neutral targets. Damage comparisons show that apparently the "swing" and the "phantom swing" seem to scale inversely? not really sure what's going on there. (this has obviously been a divisive subject, some people prefer normal, others prefer split shadow. I'm not here to argue)

The 3rd swing of the cutter attack chain could use reduced KB. The "phantom swing" of the third attack is what's able to stagger with the new changes, but the 3rd swing tends to push monsters out of range of the "phantom swing."

Please match the charge speeds of both cutter lines. Currently the Hunting Blade and Wild Hunting Blade have a slower base charge speed then the rest of the line (down to 2-star) despite being functionally the same attack, meaning its worse by comparison. Please increase the charge speed of both swords to fall in line with the others.

After doing a duo Tier 3 arcade run with neutral damage bonuses (no BK or Chaos), I had very little issues flinching monsters contrary to what a few people have been saying. Yeah the damage is lower than Round 1, and yeah I'm not completely shredding monsters in 2-3 hits (Round 1 DVS was a little overtuned let's be honest) but the damage is relatively fine, more than enough to meet stagger thresholds on most monsters.

The only other thing I'd like to suggest is to maybe give Gran Faust's charge a damage buff. Divine Avenger effectively deals double damage due to at least 2 of its blades consistently hitting the same target. (its less than double that's not the point) I could also see this not being necessary since the Curse status can pull its weight on more aggressive monsters.

Fast Advancement is appreciated, thank you.

PS. we probably shouldn't be rebalancing weapons around overpowered gear such as Acheron. Thats not how game balancing works

Sat, 09/12/2026 - 19:37
#53
Looney-Dragon
slicer bugged bullets/discs

Slicer discs behave abnormally; the Mandolin, in particular shoots the following buggy discs/characteristics:
when shot either close up, far away, or against the wall, the bullets tend to make contact, but no registered damage on punching bags. Made video to show the stuffs
https://youtu.be/quyhJg7b4fw

Sat, 09/12/2026 - 19:51
#54
Mergu-Md's picture
Mergu-Md

For some actual input here, I would really like to see DVS go split shadow instead of an alternate line being added. Especially with such a nice reskin of it available, the dread captain cutlass. It would finally make the line relevant. We are pirates after all!

Sat, 09/12/2026 - 20:10
#55
Fangel's picture
Fangel
@Neon-Robot

From the other page, I want to bring up that Mandolin is currently better at fighting elemental-strong enemies (beasts and gremlins) than orbitgun/mixer is. In fact, against beasts in particular, the boomerang effect is actually massive in tier 3, since the bonus damage is pretty easy to lead into the wolvers who teleported behind you.

As much as it's a cool unique effect for the Mandolin, the problem I have with mixer/orbitgun isn't that they need the unique extra damage on return, it's the fact that without the bonus damage on the return, mixer/orbitgun have zero reason to interact with their boomerang effect. With no incentive to use the boomerang bullets, the gun just becomes a better version of most other elemental guns that you dump into enemies in their face. Frankly, I feel like mixer/orbitgun should do less damage normally and do boosted damage on the return to really bring home how the weapons are supposed to be used. This would, in theory, make mandolin better against neutral targets unless orbit/mixer are hitting their return hits to equalize the damage.

Sat, 09/12/2026 - 20:54
#56
Fastlex's picture
Fastlex
@Fangel

It is hard to say, my only experience with these two weapons is coming from the test server so I don't have the hours of experience. But compared to the Mandolin line (which I have grown to like a lot on the live server), has made me feel that the Orbit and Mixer lacking such a gimmick makes them less fun. When I use Orbit and Mixer, I tend to just spam and not really think about the return projectile path. Seeing the Mandolin line's glowing return shots land feels rewarding and if a f2p fire and shock Mandolin ever gets made (I assume because why else are we testing the Mixer and Orbit), I would like it to have the same rewarding gimmick.

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