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Weapon Rebalance (Round 2) is coming, let's post some ideas.

4 replies [Last post]
Wed, 10/07/2026 - 17:29
Scuggs's picture
Scuggs

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.

Thu, 10/08/2026 - 13:25
#1
Holy-Nightmare's picture
Holy-Nightmare
A few....

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

Thu, 10/08/2026 - 15:28
#2
Thats-Rough-Buddy's picture
Thats-Rough-Buddy

@Holy-night

Agree with most, couple notes:

Current magnus charges requiring enemy alignment is a nice gameplay skill test, I'd vote to keep current behavior and no nerf. Better than mindless brandish charge spam.

Antigua, you can already spam 6 shots with 3 button presses, just work on your timing.

Thu, 10/08/2026 - 17:15
#3
Pallaskat's picture
Pallaskat
Suggestions

Caliburs :

They are pretty underwhelming because of the way their charge attack works.
Currently, the whole charge damage can only unfold if the enemies are either in a vortex bomb or against a wall.
Imo, it should deal no knockback until the last hit and get and extra hit just like fang of vog has, it could maybe use a slight damage buff too.

Cold Iron line specifically, I think should become elemental and maybe apply freeze.
Leviathan line should like its reskins (Celestial Saber, Sweet Dreams) apply Stun as well. Reskins should remain reskins and should not have bonus perks.

Flourishes :

Since WHB got buffed, flourishes are kind of a weird spot. I think they could use a little more damage on swings. The charges of all flourishes crucially need to be buffed, they are pretty terrible damage wise as is, espeically Barbarous Thorn Blade.

I also think the other flourishes sharing the same charges are quite clunky and their animation time should be quickened.

Flourishes with status should really have their status apply more. The chances of the status applying look abysmal and really does not make up for the damage loss over the regular Final Flourish.

Sealed Sword :

The most recent Sealed Sword changes were good and very much appreciated. I think they could use more tweaks though, they should do more damage per swing. It's nonsense to have Gran Faust dealing the same damage as Acheron on the first swing.

Troika :

Again, Troika's recent changes are good too. I would really see that sword with a heavy hitting identity disable shields from armored enemies for a few seconds. Very powerful and useful use case.
I would also see Triglav becoming fully elemental as well.

Spurs :

Spurs are really underwhelming damage wise, it could really use some buffs to it's swings to be on par with brandishes. Its charge should also be longer and have more damage.
Turbillion is also not buyable from the depot despite the 2*, 3*, 4* versions being available.

Magnus :

Magnus line is very powerful and mostly fine as is. I think the charged bullet should go through Vanaduke, Minis and armored enemies from the back entirely the same way it goes through the Jelly King or regular enemies and not just disappearing after one tick of damage.

Alchemers :

Alchemers are good, I think it would be extremely useful to make the bounces more predictable. Some suggested it would be great to have them autotarget nearby enemies.

Antiguas :

Antiguas are... pretty bad right now. They are really overshadowed by blasters as sidearms. One change that would actually make them good would to make their shots pierce through enemies, that would really open up a new use case and account for their lack of damage.

Pulsars :

Pulsars are really good at their job of providing crowd control. Their shots could maybe use some more damage. Their charge damage should really deal way more damage too and have a way bigger area of effect.

Neutralizers :

Neutralizers are kind of a gimmicky weapon. I think Neutralizers should not need to reload and should have the orbiting shots capped at a fixed number rather than disappearing after some time.

Shard Bombs :

Shards Bombs should really benefit from having their knockback reduced by half. They're really unreliable.

Big Angry Bomb :

Big Angry Bomb is a really bad bomb. It takes a long time to detonate only to deal an underwhelming amount of damage. It's area of effect needs to be a little bigger and the damage needs to be buffed by a lot if the detonation time is not reduced.

Deconstructor :

Needs a 5* upgrade, it's currently stuck to 4*

Upcoming variants :

And finally, if we ever get upcoming variants of more weapons, looking at mandolins specifically, I think it would be really interesting to break from the classic Shadow Poison/Freeze, Elemental Fire/Shock, Normal Stun designs.
I'm dying for Elemental/Poison or Shadow/Fire combinations for example. That would be great additions.

Thu, 10/08/2026 - 19:22
#4
Holy-Nightmare's picture
Holy-Nightmare
@Thats-Rough-Buddy

I mostly mention the Magnus just because it "feels" buggy with they way it figures knockback... there's definitely skill involved in lining up shots but it still feels wrong to shoot something from behind and have it pulled towards you

As for the Antiguas I'm talking about having it be the regular mechanic of the main shot... not some gimmick you can technically do by cancelling the charge of a combo... kind of like the Tigris in Warframe. https://wiki.warframe.com/w/Tigris

"...pressing and holding the fire button will fire one shell, while releasing the fire button will also fire a shell; tapping the attack button will fire two shells in rapid succession..."

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