Reading the latest patch notes, it seems the pepperbox line has lost its vacuum abilities. Thoughts?
Pepperbox no longer vacuums enemies?
That's kind of what I'm thinking, plus people saying that the vacuuming compensates for its reduced range compared to the blitz/plague.
It seems like they took a mediocre gun and made it mediocre.
Well, I'm glad the rss wasn't changed.
I think it makes it more suitable for larger parties, especially on deeper depths, where a single charge won't finish or interrupt the enemy/enemies. Also allows the Pepperbox get the fire proc on more mobs. What I'd like to see (and likely miss) is if it still 'negates' a maverick knight's shield.
Pepperbox was one of the best guns in my Arsenal. It is seen as Medicore simply because no one bothered to learn to use it. It is capable of dealing more damage rivaling that of ANY elemental damage guns and swords. Not to mention that it is the ONLY gun capable of effectively killing Mecha -Knights It does more damage than the Driver series , Callihan, Polaris, Biohazard, Blaster and really most other guns even against their TYPE EFFECTIVE enemies. It is not just a gun for fun, it was one of the BEST guns out there. People who say it is just a 'fun' gun or that it is a bad gun simply failed to use it.
The suck in was NEVER a problem. It had a 100% stagger rate which means NOTHING will hit u after u suck them in and you simply shield bounce it away assuming that its not dead yet. The suck in was the thing which made the gun do massive damage and thus useful.
NOW they didn't just cancel the pull they made the gun push. NOW it does no damage.
I am really enraged by this, to have my best gun taken away. It is typical though how the Devs simply listens to a couple of sword-wielding players who has no idea how to guns in general and likely doesn't even have the gun and then make such a massive breaking change to it so that now its absolutely useless.
It is now up there with Iron slug in usability which is around absolutely none.
What I'm also unhappy with is that whilst screwing up this perfectly good gun, many guns which needed a buff has remained ignored. The Antiguea series has needed a buff since their release and I believe the recent change is a good change. However also since their release many guns has needed a buff.
1. Callahan- Even against type effective enemies did minimal damage. The only good thing about this gun is how much it staggers Wolvers and Devilites. Needs damage Buff.
2. Iron Slug- By far the most useless gun ever. Does no damage, (100 damage per shot to duke) Needs a massive damage buff.
3. Valiance- The damage for this gun is good but I believe, needs a status attached to the shots.
4. Biohazard/Neutralizer- Damage increase or radius increase with explosions OR increased bullet speed. At the moment this gun is seriously medicore.
So am I the only one here who thought who imagined that the adjusted knockback, in theory, would have great gunner support application, such as non-disruptive crowd control suppression without running nasty risks? That, and has anyone actually TRIED to use the current Pepperbox and see what they can now make use of the changed function?
From the looks of it, not yet, at least not for everyone else. As for me, I have done a small test on, if I recall correctly, the Iron serpent gate, at depth 9 with a lvl 10 Fiery Pepperbox (The Level was, if I recall how it's called, Jigsaw Valley: Perimeter Prominade II). The idea is that so long as the mechanics are applied correctly, the gun should still work fine, and so far, it still works great; in fact, I think it's a lot better than was before. Yes, the vacuum was a nice damage fix for singular enemy, but guns, last I recall, are meant to shoot at enemies from afar while staying afar and kiting (Plus you still run the risk of getting hit by very quick attacks, like the Gremlin spin attack). It just feels much more appropriate when I pushed back 2 gremlins and a scuttle bot in a single charge shot and than pull one or two in, and to be fair, it just so much more satisfying, and safer.
Also, unlike the Polaris series, it appears you can easily dictate the direction of the knockback at any ranges without enemies scattering, and without team disruption, which is a plus; even if you do have to charge rather than spam. Further more, the knockback really does phase monster, as I recall knicking a lumber with a few shots as it was telegraphing an attack, and it STOPPED mid-way; of course, this could have been a function already in the charge, but still.
I don't know, but I've always felt the vacumm a bit riskier in crowds; as it is now, it may be found more viable to gunners as a crowd suppression, party support gun. Of course I only did one level, so I can say entirely for sure, but I can imagine this being very useful in certain chokes, like that in RJP. At the very least, give the gun a try and see what NEW ways you may be able to apply it.
The damage reduction for this gun was massive. against a single enemy maybe 1/3 less damage.
I have given this gun a try. It's damage is now a joke unless used to targets what cannot move.
The most important thing when using the old Pepperbox at least was judgement and shield bounce. Can i let off an attack without being attacked back. In large crowds due to the pull of the weapon, if you can judge correctly you can kill large crowds with it. the old Pepperbox was not and has never been a support gun.
Also if you wanted a gun which offers more range and less risk, there's every other gun out there. Valiance, hail driver, Polaris etc.. etc. Pepperbox and Blitz Needle were the only two guns which are risky to use but the player is rewarded the correct use of it. Now the Pepperbox is merely a shadow of its former self.
I'm really upset about this, I mean all the other guns reduced the risk on the user by having high range and fast attack speed. I simply do NOT understand why we have to change the only gun that is NOT like that, into a gun like every other gun in the game. Alright damage and low risk to user.
Its hard to say. This tweak to the autogun line COMPLETELY changes its gameplay style.
I can see why people who use Fiery Pepperbox are mad. People use the autogun lines for damage, not safety. Plus, the "suck in enemies mechanic" was pretty unique for a gun.
On the otherhand, if gunners wanted knockback, there's Polaris and Valliance.
It used to be like Biohazard and Callahan: even though it was a mediocre gun, people still used it because it was fun and unique. But now even that's been taken away...
My poor Fiery Pepperbox is going to have to forego 5* status until they fix this. Ugh.
Wasn't the point of the drag to deal more damage? Seems bad to me.