Since we recently got a patch involving several weapons getting much-needed changes, I thought it would be fun to toss out a few suggestions on the table in case anyone on the team is interested, as it involves weapons that still have some love left to give. I also chose some of the most simple-to-implement ideas, all of them being just some numbers adjustments in hopes the devs are listening.
- Amputator: Increase Normal damage by ~20%.
It's the only 5-star brandish that specializes in Normal damage. It's currently outclassed in almost every way by the other brandishes, which is hilarious, but it desperately needs something to give it that extra boost in power.
The 20% increase in damage (roughly) puts the Amputator on par with the Acheron at base UVs vs. monster classes that are neutral, which is exactly what I wish to balance this weapon around. Nobody would currently ever dare to craft an Amputator if it has to compete with a direct upgrade for exactly 4 out of the 6 monster classes in the game, unless they wanted to for fun.
- Furious Flamberge & Fearless Rigadoon: Increase chance to inflict status ailments.
Because have you seen how frequently those status conditions actually show up in gameplay? On the Flamberge especially, if fire was a status that showed up more frequently, I wouldn't have to cancel my combo every time I try to corner an alpha wolver.
As it stands, they're direct downgrades to the Final Flourish and Barbarous Thorn Blade.
- Shard Bombs (all types): Reduce knockback by 50%.
These things are some of the worst bomb types in the game due to how they erratically fling monsters around. Reducing knockback would allow for terrible enemy attack pattern rebounds (like bombing a slag walker jump straight into an ally) to be an afterthought, whilst still being able to jostle around an entire group of monsters for fun. The damage on these bombs are underrated, and a change like this would enable more combo-oriented gameplay styles to emerge (using shard bombs to set up other weapons' charge attacks or perfectly-spacing shard bomb combos, for example.)
Open to criticism. Please be respectful of other players' suggestions as well.
Amputator and CIV need damage to be on par with the Combuster
Leviathan Blade and Final Flourish need damage to be on par with the Acheron
Shard bombs needs to mechanically evolve kinda of like the Alchemers with more shards with every star level, and at 5 star have 2 rings of shards instead of just 8 individual shards... I do think knockback could be removed or more heavily reduced for the Salt and Sun shards with more emphasis put on flinch. Along with an Elemental variant for killing undead...
Tortogun charges need to be a fixed landing pattern with the center crystal landing on the monster targeted.
Spur line swords need a total overhaul, aside from the flashy effects it really has nothing going for it.
Magnus type guns need knockback of enemies not be reliant on which way the enemy is facing but the path of the bullet... so shooting an enemy facing any direction carries it along the path of the bullet... (may need a damage nerf to compensate for this buff)
Antigua guns need to fire one bullet for a button press and another for the button release resulting in still 6 shots but only 3 presses needed to use the clip instead of 6.
Catalyzer tags should be set off by any charge attack used.
Also realign all low star equivalents with the high star lines. Troika buffs should also show for Thwack hammers and Hatches, Cutter buffs should show for the Red Saber, Magnus mechanics for the Punch and Pummel gun, Spitfire should deal status on the regular shots like the Frost Gun, Super Stun Gun, and Zapper