OOO's attitude towards bombers

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Metagenic's picture
Metagenic

They haven't been quite nice to bombers, have they? Let's look at what bombers get.

- No regular attacks for their weapons
- No defense against any special damage type other than elemental (swordsmen and gunners have all 3 covered)
- No shield which gives stat buffs (swordsmen have BTS, gunners have Swiftstrike)
- Dark Retribution supernerf
- Radiant Sun Shards ubernerf

OOO if you're going to penalize bombers so heavily you might as well come out and admit to the playerbase that bombs in this game aren't intended to be useful beyond low-level support, because as of now I no longer have any reason to believe otherwise.

Tersakaff's picture
Tersakaff

They haven't been quite nice to gunners, have they? Let's look at what gunners get.

-Very poor damage
-Small range
-No *usable* shield which gives stat buffs
-Bugs, bugs everywhere
-Unusable charge attacks
-No viable piercing weapon, only available ones are super-slow and super-dangerous to use, not the best around fiends eh
-No updates for gunners in a long while
-Only 2 looks for gunner-helmets

OOO if you're going to penalize gunners so heavily you might as well come out and admit it to the playerbase that guns in this game aren't intended to be on par with swords, because as of now I no longer have any reason to believe otherwise.

Geosmin's picture
Geosmin
I agree with Metagenic, but...

"Dark Retribution supernerf" is really stretching it, from what I've read and the little I got to see of it. They accidentally made it stoopidly overpowered, so you're not being fair by including it. Reaching that far for a point kinda undermines your credibility, you know. A better one might be that when they _finally_ offered a Shadow-type damage-oriented bomb, it was something exclusive to paying players.

The software updates in general just give me a really strong feeling that we're still in a very protracted beta period; Stun goes neglected despite weeping and gnashing of teeth, Gremlins are no fun because they just walk into a corner as if surrendering yet we have to kill them to proceed, and new content like the aforementioned Dark Retribution (and now huge changes like the new shard bombs, apparently) are still being released in a state that is obviously far from fully tested. I don't mean to sound like I'm complaining about this; it's exciting to see the game and its world being put together like this, I just mean to say that this apparent incomplete state means much hope that bomb mechanics and gear are still being sorted out and will be much better later on.

Aureate's picture
Aureate
Processing Thoughts of You Always

...you forgot the Seerus helmet and Blitz Needle.
>.>

Personally, bombers have a worse deal.

Coneykrab's picture
Coneykrab
Both have it bad?

Don't forget that gunners don't even have a Shadow Lair armor. I agree about the range too (It seems that my Umbra Driver frequently *just* misses things).

Bombers seem to have one armor line, and it's ridiculous that it's all elem defense.

Geosmin's picture
Geosmin
As for guns...

I consider a gun to be my primary weapon. I sometimes go with just guns, but almost never with no guns; tried it, and felt naked.

The damage is less than that of a sword a lot of times, but this is more than made up for by the fact that I don't have to wait for safe openings between attacks nearly so much; just kite around monsters and grind them down with near impunity.

The range is utterly pitiful compared to real-world ranged weapons, but not compared to SK ranged weapons. If the relationship between mobility, damage/durability and weapon reach were anything like realistic, then swords would have no use. If that's not your angle, I totally agree with Three Rings' decision to give player projectiles less range than at least some monster projectiles, because otherwise we could just pick things apart with no risk at all except in party button room furballs. The span of dynamic ranges for mobility, attrition and reach puts restrictions on viable encounter variety; the wider the ranges between different tradeoffs allowed, the more painstakingly every encounter need be carefully tuned to work for every desired playstyle.

Shields are not nearly as important for gun use as for sword use. Yes, bugs are everywhere. They affect sword and bomb users, too.

I love the Catalysers for their charge attacks being useful, and I think of the Alchemers' charge attacks as useful in a way similar in character to the needlers, if different in magnitude. The needlers, of course, are all about charge attacks but that doesn't count IMO because the normal attack is underwhelming... So we get two weapons by my count with two useful attacks each rather than just one. I think bombers get none, and sword users get the best selection, with only the Cutter and Spur being messed up. Speaking of which, I sure wish sword users could get a small, fast sword that doesn't feel like a joke... As it is, I use guns for that role despite the lower damage, just because they disrupt my movement much less than having to stop to swing my Striker. Bleh.

Magnus is fun but not especially effective, and the needlers are great but require practice and aren't for every gunner. The Antigua lines lose all Pierce damage after the first upgrade, and the toothpicks are stoopidly overpowered Pierce weapons. In a Beast-heavy level, I can just roflstomp through with my Snarb, but in a Fiend level my weapon of choice is a Pulsar for Devilites and it's kinda a toss-up for Greavers. For Trojans, I'm torn between the sword and bomb. As infamously overpowered as the anti-Fiend sword is, I prefer a gun at least half of the time. O.o

Really, I have not felt like I need any updates for guns, though I guess a buff to the Magnus types or addition of a Piercing 4- and 5-star Antigua path would be really nice. As for purely cosmetic concerns, we have armor costumes.

Tersakaff's picture
Tersakaff

"I'm a bit confused: how can you both claim to be a fashion player AND dislike how OOO keeps feeding fashion people with some vanity accessories?"

Yes, you are very confused. I dislike the way OOO does it lately, not promos altogether. I like them. But not when I get a ticket 50%+ of the time.

"The fact that boxes do not always give an accessory just make them even more rare and lusted anyway"

No, no they don't. This is a players logic: "Should I open a box or sell it? Oh I can get a variant ticket instead of an acc... not buying the promo then."

"...you forgot the Seerus helmet and Blitz Needle.
>.>

Personally, bombers have a worse deal."

"super-slow and super-dangerous to use"
I wanna see you blitz fiends and beasts effectively as you would with other enemies.
Gunner-helmets refer to the gunslinger lines.

Yes bombers have it worse but that doesn't mean they're the only ones. That's like saying to the poor people in USA "you're not allowed to say you're poor because african kids have it worse".

"Don't forget that gunners don't even have a Shadow Lair armor"

Adding to my post.

"It seems that my Umbra Driver frequently *just* misses things"

Refer to this: http://forums.spiralknights.com/en/node/61743

"I sometimes go with just guns, but almost never with no guns; tried it, and felt naked. "

Haha, this.

"The damage is less than that of a sword a lot of times, but this is more than made up for by the fact that I don't have to wait for safe openings between attacks nearly so much; just kite around monsters and grind them down with near impunity."

True but I feel like the damage nerf is just *TOO* much.

"The range is utterly pitiful compared to real-world ranged weapons, but not compared to SK ranged weapons."

Yet again, I agree, but the range nerf is, again, just TOO much. It's an actual gun, not a water gun.

"Yes, bugs are everywhere. They affect sword and bomb users, too. "

But not in a way that causes their weapon to simply miss despite them hitting the target.

"As infamously overpowered as the anti-fiend sword is, I prefer a gun at least half of the time. "

You are a brave man.

"Really, I have not felt like I need any updates for guns, though I guess a buff to the Magnus types or addition of a Piercing 4- and 5-star Antigua path would be really nice. As for purely cosmetic concerns, we have armor costumes."

The buff has been announced but I doubt it'll do much.
And yes but it's ridiculous having only 2 kinds of helmets. :P

Alice-In-Pyroland's picture
Alice-In-Pyroland
Let's not forget the fact

Let's not forget the fact that even good bombers can be penalized because the graphical nature of their weapons can easily cause performance issues for players with less capable PCs, and are still very visually distracting for those with fine PCs, meaning even good bombers can end up being as much a detriment as an asset despite no actual error on their half. Plus several of the best bombs also requires much more skill to use than most swords or guns because if used improperly they can seriously disrupt the team. Bombers have to put much more effort into planning out what they do and coordinating their actions with their team mates, and often end up contributing a lot less and feeling a lot less useful for it.

Replies to other people

-Very poor damage
Blitz Needle has the highest single target dps of any weapon in the game and the Antigua lines have very high dps while still allowing mobility.
-Small range
Not compared to the range of your enemies, and good gunners don't need significant distance.

-No *usable* shield which gives stat buffs
Swiftstrike if you're actually good, otherwise Bombers are in the same boat and more importantly don't even benefit from the 'generic' buff shield.

-Bugs, bugs everywhere
This applies to everything in SK.

-Unusable charge attacks
Alchemers, Blitz, and again this applies to other weapons.

-No viable piercing weapon, only available ones are super-slow and super-dangerous to use, not the best around fiends eh
What? Blitz is massively useful against Fiends, it's arguably better than FF for dealing with groups of them and it's a lot better than the bombing alternatives.

-No updates for gunners in a long while
No less so than Bombers, latest update non withstanding (And the last update bombers got was basically a nerf :/)

-Only 2 looks for gunner-helmets
Legitimate complaint, but purely cosmetic. At least gunners have Shadow and Piercing armour, unlike Bombers.

I've gunned and bombed extensively in every stratum in the game besides the latest two danger missions for lack of playing recently, gunners do not have it anywhere near as bad as bombers do or ever have. Guns do have some issues like terrible balancing within the class (Autogun and Antigua lines are absurdly good, Catalyzer & Magnus line are horrible, ect) and being pretty poorly equipped for Lockdown but personal agendas aside there is no comparison to what bombers have to deal with. Not to mention trying to ignore bombers getting screwed over because gunners have it bad too is a dumb argument; you don't ignore poor design decisions because of other poor design decisions; you argue to have both fixed.

"Dark Retribution supernerf" is really stretching it, from what I've read and the little I got to see of it. They accidentally made it stoopidly overpowered, so you're not being fair by including it.

The DR was never overpowered, and no one ever actually demonstrated it being op. A bunch of people whined at how extraordinarily effect it was against the Royal Jelly; one specific boss in tier 2 no less, and it ended up nerf. Those of us who played with it in tier 3 extensively during the brief period before it was nerfed would know that while it was powerful, it wasn't broken and it certainly didn't compare to the legitimately overpowered weapons in the game like Blitz, Warhammer, ect. Not to mention the nerf was beyond any reasonable extent and made the bomb a poor choice everywhere outside of pure Slime stratums.

Metagenic's picture
Metagenic

Gunners get Autoguns and Alchemers–and then the Antigua buffs–and they're still complaining?

@Geosmin They could have nerfed either the Dark Retribution's speed or damage. Instead they did both, which qualifies as a supernerf in my opinion.

Geosmin's picture
Geosmin
Terse,

When replying to multiple people in one post, I will try to make sure I clearly separate sections by whom I am replying to. Thanks, Tersakaff. Your example has taught me a valuable lesson.

I meant that I felt naked using no guns. Sorry, my derp. > <

One of the things I like most about this game is that different players find different choices to be most effective, even if there are a lot of choices that seem underpowered or uncommon. With few exceptions, I've seen fans of every weapon. At the same time, except for the toothpicks, pulseguns and Nitronome, I see peops wishing for every weapon to be buffed. It feels to me like bombs are much more a work in progress than swords and guns, but guns are definitely right up there with swords. I find guns more important since I lack the skill to use just swords and/or bombs comfortably, but apparently our mileage does vary.

No, SK guns are not actual guns. They are SK guns. SK takes place in a world where swords and weird non-thrown grenades with only timer fuzes are common weapons, and there are no long guns to speak of; just handguns and charged swords for ranged attack. The fact that real guns are utterly devastating against the targets they are used against has no bearing on game balance here. If you feel it is necessary for guns in your video game to have reach and power comparable to real guns, play a game whose basic, fundamental gameplay model does not dramatically and directly contradict the real world dominance of guns over other weapons. In this game, I hope it is the developers' intent to have non-gun weapons be about equally viable choices and my personal, subjective opinion is that guns and swords are balanced about right but bombs are needing some kind of buff.

My personal, subjective impression is that SK guns offer more than enough range and power because our superior mobility breaks the balance vs. monsters; we get _better_ mobility with (most) guns than with anything else, since sword swings slow us We are more agile by enough to not only totally dictate range when we have room, but dance around them when we don't have room to the point we don't get hit. When things are so cluttery that we still get hit, sword and bomb specialists are hurt a lot more and the improved DPS seems to be just about right to balance that, since different peops choose different weapon classes for those situations. If guns were to get a damage boost so I stop being in a minority for considering them about even with swords there, AND a range boost so they even more strongly dominate all other situations, I think we'd see a lot of complaining about guns being overpowered.

Bugs are tangential, IMO. Bugs should be dealt with by making them stop happening, not by working around them with mechanics and stat tweaking, so in retrospect I should have said this earlier. Speaking of tangentiality, we should probably keep our discussion at least in the neighborhood of the opening post's topic...

Ugh. I certainly don't _feel_ brave, and certainly not manly. For me, at least, the Pulseguns are the safest and most effective weapons against Devilites, of what I've tried. Rather, I feel practical; "Of course I shot him in the back, it's the safest way!" There are some crampy places where I switch to the toothpick, but if I had to choose to bring just one of the two it would be the Pulsegun. To each their own, of course. Guns are lacking really great Pierce options, but swords are lacking really great fast options. The main reason I agree with Metagenic is that the only things bombs offer me that some swords and guns don't are long-lasting haze fields and vortex fields. I prefer Brandishes and Roarmulus guns for chewing on large mobs just because the flexibility offered by a combination of a Brandish and a gun lets me take good advantage of most sizes of openings AND still have something really good for single target situations. That the specifically bomb-oriented armor only offers Elemental defense and that no shields give bomb-specific bonuses is not such a big deal IMO since while I've seen peops excited about armor, shield and UV bonuses, I've not seen it being reported to be the difference between a weapon being fund and effective and it being not fun and effective; the weapon either is or isn't "just right" for a given player, and the specialised armor is just icing when it is.

Meta,

I think I overreacted there. Now that I've reflected on it, the fact that it was for a while the only Shadow-type DPS option should not be considered justification for its being relatively weak otherwise. There's no reason I see that the bomb(s) available for one damage type should be weak compared to those available for another type, so I retract my objection.

Juances's picture
Juances

OOO took the name Spiral KNIGHTS too literally. Thats the problem.

Fehzor's picture
Fehzor

Or perhaps you simply aren't supposed to be able to play as a "pure bomber".

Geosmin's picture
Geosmin
Hmm...

Knights, and I am including knights by other names such as Samurai, actually used a good variety of weapons and tactics. They fought with polearms and bows, and the relative obscurity of these in our pop culture annoys me.

As for literalism, I have read all the background stuff presented to me in-game at least once and still have no recollection of any mention of a feudal lord whom we serve. There is a Lord Vanaduke, a Royal Jelly, an Ice Queen, a King Tinkinzar, Warmaster Seerus, and probably more that I'm just failing to recall, but the best candidate for a possible lord we serve, that I can recall, would be the captain of the Skylark. It has been bothering me for a while, actually, that we seem to be Ronin as far as I can tell yet NPCs never mention it. Maybe the Skylark is a ship of exiles fleeing a corrupt feudal lord?

Er, dang. I must love contradicting myself. Um... Ah, here we go: Bombs as depicted in SK have no direct analogue to weapons I happen to know knights to have used, but the fact that they actually just used any tools and tactics that worked should be taken to mean that sword emphasis shouldn't be attributed to a knightly theme.

Thunderbog's picture
Thunderbog
uh

Is Nitronome and Dark Bomb Briar helpful at least...?

I hope so.. at least we could combo with Vortex + DBB/Nitro..

Geosmin's picture
Geosmin
Before the epic shard nerf, I

Before the epic shard nerf, I thought it would be neato to combine RSS with a Vortex. A long time ago, I got to try the Spinecone and found it more fun than the sword vs. Beasts but hard to use against Fiends, except Trojans. IMO, Beasts and Undead are derpy enough since the epic monster nerf with the Retrode swipe retardation that specialised weapons vs. them are kinda silly. For Gremlins, my weapon of choice is the Toxic Catalyser and I'm getting one of my own hopefully as soon as Basil offers me the recipe. YMMV, of course, but I think the Snarble Bomb is really good as bombs go; it feels quick and powerful and, at least in a party, knocking monsters down is overall vastly better than knocking them around. When I come around to building a set of bombs, it and Fiery Vapouriser are my top candidates unless Three Rings changes the new Shard Bombs' knockback to knockdown.

Pauling's picture
Pauling
Risk v reward

Guns allow you to attack without getting close. Of course they're weaker- Nick has repeatedly stated that you're trading damage output for safety. This is a classic risk vs reward trade off. To some extent this goes for bombs too. They used to have an uncharged attack mechanic a la blast network, but this was quickly found to be overpowered when combined with area attacks and the ability to hurt enemies from a distance.

There are certainly aspects of bombing that are neglected, like armors. But bombs can be stunningly powerful- I doubt that you'll see many serious complaints of underpowered-ness from owners of the dark retribution, 5* haze bombs, or briar barrage.

Trying's picture
Trying

Or perhaps you simply aren't supposed to be able to play as a "pure bomber".

Then why does Remi exist?

Thunderbog's picture
Thunderbog
Remi used Nitronome! A

Remi used Nitronome!

A critical hit!

Geosmin's picture
Geosmin
Yes, I think most guns and

Yes, I think most guns and bombs are generally late-bloomers compared to swords. Alchemers really start to shine at 4 stars when the submunitions start to add up dramatically, bombs do when the radius get really good, but swords start out with all the basic mechanics in place at 2-stars so they have a head-start.

Do damage types become much more important at 5-star? I've never been there yet. (edit: with bombs) For me, at least, having only the charged attack really hurts but I guess I can chalk that up to not having the perfect "average" playstyle, if such exists, and being of low enough skill level that agility and quick attacks are essential for survival; I love the Troika, but found little opportunity for its slow attacks. I am eager to see how much difference the greater area covers, because I do like the idea of becoming more of a generalist and less of a specialist in terms of weapon class.

I think I've been thinking of bombs in entirely the wrong terms due to this late blooming; my experience has been with little 3-star stuff, which is unfair to what they become later on... Right now, it seems like Brandishes, Troikas and Roarmulus guns are better but that's just because bombs aren't really bombs at my level the way they are later on. Thanks, Pauling.

P.S. I feel like I get less reward for the risk with swords than with guns; when I first tried a 4-star Alchemer, I found it stupendously powerful, and the Virulent Catalyser just ate T3 Gremlins for breakfast, (yay for their backdash!) but my 4-star Blazebrand felt less dramatically upgraded.

Trollingyou's picture
Trollingyou
Bombers need some love... or swords some hate?

EDIT: I have been massively ninja posted, sorry is someone already covered any of this.

I will not deny that us gunners have received a good amount of buffs. Don't forget that all bombs received a universal damage buff and they tried to fix the BAB/ITD (although they still need some work). However, IMO, these buffs have not targeted the main reason why these weapons need some love:

Swords can do the exact same thing as the other two weapons, and in a lot of cases, can do it BETTER.

Judging from what nick said about the RSS changes, Guns are supposed to be the most effective on single targets, Bombs be the most effective on crowds, and swords are in between them as the well-rounded ones. However, this doesn't mean that bombs should be useless on a single target (old RSS was super effective on single targets when used right, maybe that's why they changed it).

Regarding the Dark Retribution nerf, I think people have gotten too used to swords being the most powerful weapon. They don't realize that with true balance, anything can be effective in their own way. So, Dark Retribution was crazy effective on the JK. The Acheron, Volcanic Pepperbox, Umbra Driver, Fang of Vog, Sentenza, and Gran Faust are all crazy effective too, and useful elsewhere. Old Dark Retribution was balanced vs swords. Yes, it was OP compared to other bombs because the other bombs were (and still are) underpowered vs swords.

As for armor, usually high damage classes/whatever will have poorer defenses. This, we all know, is not the case. If bombs are not gonna have a good offense outside of large crowds, then they should have much better defenses. But all they get is elemental defense. If I see a guy in bomber armor in Lockdown, all I have to do is bring out my non-elemental weapon (Or Trollaris) of choice and there is nothing they can do about it, except switch from bomber armor (even more so now the RSS got changed). Don't forget the large library of melee attacks that deal pierce and shadow damage. Also, one of these armors is a SL armor, yet it does not give something else?

Weapon/Armor balance would do so much for making this game fun again. New stages and costumes are nice, but it would be even better to see how many effective weapon/armor combos and strategies that can be made in both clockworks and lockdown. Just wish people would get out of the mindset that swords are supposed to be the most powerful weapon.

Fehzor's picture
Fehzor

@Trying

Remi does not prove anything for a few reasons, all stemming from the logic that "Specialist", "Guardian" and "Cobalt" are also roles.

This either means that OOO is delusional and expects us to say "Great! I'll play as a guardian and get beaten up while you guys carry me as strikers!" or that, more likely, these are not classes or roles, but are instead closer to "areas of expertise". Remi may be a bombs expert, but that doesn't mean he can't whip out a leviathan blade when turrets pop up to defend himself, or that greavers eat his lunch on all occasions due to his refusal to bring a sword.

Metagenic's picture
Metagenic
@Pauling

Dark Retribution got both its speed and damage nerfed. It's definitely underpowered now.

5* vaporizers are only truly good for support.

Dark Briar Barrage has been left untouched, I admit, but it's also one of the only effective offense weapons bombers still have. So that means bombers are drastically underpowered overall.

Raisinfist's picture
Raisinfist
Another discrimination:

0* buff items:
Cyclops cap (gunners)
Fencing Jacket (sworders)
???

You mean there isn't a 0* bomb buff armour?!

Coneykrab's picture
Coneykrab
Starting Weapons

The player starts with a Proto Sword and a Proto Gun; no Proto Bomb. Heck, there isn't even a bombing tutorial.

Pauling's picture
Pauling
That's true, geos- bombs

That's true, geos- bombs become vastly better as they get upgraded, which can alter the discussion. The difference in radius is stupendous, and even more so when you remember how radius and area are related (doubling the radius = 4x as much area for the effect). There is a reason why the wiki includes images showing bomb blast radii. (I consider the 2* haze bombs to be unusable except in terms of what they can be upgraded to)

I've advocated a change in radius before, but the truth is that the godlike crowd control of the shivermist or voltaic tempest bombs is worth the hassle of upgrading to 4 and even 5*.

EDIT for metagenic: I've partied with the dark retribution recently, and my comments about the value of this bomb are very definitely focused on the post-nerf version. It's still a major asset to parties. Besides the ease with which it shreds attack waves, what makes that bomb interesting is that it's one of the few that spreads its attack over time. A monster can walk into it after the initial explosion and still be damaged quite severely- my guild mates seem to enjoy building a wall of these bombs.

Metagenic's picture
Metagenic
@Fehzor

Or perhaps you simply aren't supposed to be able to play as a "pure bomber".

Pure swordsmen are fine.

Pure gunners are fine.

So why wouldn't OOO allow people to play as pure bombers? Unless they hate them, of course…

Geosmin's picture
Geosmin
Thank you, Trollingyou.

Thank you, Trollingyou. ("TY, TY?" ^ ^)
Bombs may come into their own in T3, but they are still weak out of their element while swords and guns are not. I think you also make a good point re: the updates we've seen in that they suggest SK does not have it in for bombs, but just haven't yet figured out how to address the problems. Maybe they just don't understand the problems correctly in the first place? Between that and the aforementioned apparent incompleteness of the game, I have high hopes.

Stingz's picture
Stingz
@Coneykrab

The revamped starting zone now includes Proto Bomb, and how to use it.
When? The mission updates.

Coneykrab's picture
Coneykrab
@Stingz

Oh, it does? Thanks for correcting me, I haven't been there in ages. :)

Griseolar's picture
Griseolar
You know there's something

You know there's something seerusly wrong when a DBB with only VH damage bonus does more damage over time to zombies than the Deadly Crystal Bomb with MAX damage bonus VS undead, and you don't even need to worry about positioning with DBB. Sure, you can hit a zombie with more than one of the secondary shards, but as I said, with DBB, you don't need to worry about trying to push zombies just nicely between 2 shards.

Ndognine's picture
Ndognine
"-Unusable charge attacks "

My Umbra and Nova Driver would like to have a word with you.

Paweu's picture
Paweu
Hopefully drivers will get a

Hopefully drivers will get a nerf too, the charge attack deals way too much damage thanks to the "ricochet-inside" bug.

Rommil's picture
Rommil
We bombers need

I have fun playing every style: pure bomber, gunner, swordie. I tend to shy away from doing hybrids. I like the challenge and novelty of going pure.

With the radiant sun shards, bombing was just as viable as the other two. I see what they tried to do with the new bombs, how they tried to make bombing better. The idea to give us a full assortment of damage types with the new lines was needed. However, to do so with such a buggy, incomplete and utterly useless (in lockdown) bomb was a mistake. They should have split it out better. Make a new elem and pierce shard line (with the rss being the elem, instead of screwing over every RSS user by making it pierce.). Then make a shadow/elem line of the DBB and NITRO ( doesn't matter which is which).

In this way, the nRSS would be usable if not sucky--and again, the pierce damage wouldn't hose us all, and bombers arsenals would have been expanded in such a way as to have much more options and versatility.

Also, this patch should not have been rolled out with this many bugs. What is testing on a test server for, if not to avoid a debacle such as this.

Lastly, we bombers need a viable option for single target damage. THis used to be the RSS. If they thought it functioned too much like a gun, then they should have simply cut the range of our shards down so that they extended no further out then the DBB! How they didn't come up with that solution on their own is beyond me. I guess they just outsmarted themselves on this one.

The-Rawrcake's picture
The-Rawrcake
I have gunned for 11 months

I have gunned for 11 months and they are sort of fine. The only thing that should be changed for guns is.....

A. they add a piercing antigua gun that gives mobility while firing.

B. they make shooting the entire clip beneficial DPS-wise instead of us constantly taking advantage of broken game mechanics (shoot-pause).

C. they buff the crapguns, but there are also crapswords and crapbombs out there to be buffed too.

Bombs are not fine, and I am sick and tired of OOO not making more Dark Briar Barrage-like bombs since I bring a bomber into my group for AoE damage and control. An elemental and shadow DBB would be great, DR is quirky and all of the rest of DPS bombs cause knockback and are complete crap for groups. Status bombs and DBB are all I ever want to see in my group. That is ridiculous, add elemental and shadow DBB-like bombs. And make Bombastic give shadow defense so that the shadow+freeze goes well in HoI. Make a bomber set give piercing defense too, like Mercurial Demo. Too much elemental defense.

Gwenyvier's picture
Gwenyvier
- No regular attacks for

- No regular attacks for their weapons
Ask a beta player about this one, they used to have a regular attack. The reason they don't anymore was that the regular attack was over powered.

- No defense against any special damage type other than elemental (swordsmen and gunners have all 3 covered)
This one I will give you, in fact I talked about it here less then a week ago. Feel free to give your input.

- No shield which gives stat buffs (swordsmen have BTS, gunners have Swiftstrike)
BTS makes sense, sword and shield and all that. Swiftstrike is as much a liability as it is useful for a Gunner. A badly shield bumped enemy and your shield is gone and you're in trouble.

- Dark Retribution supernerf
DR NEEDED the supernerf. It was so blatantly overpowered it was not even funny. You could kill things that even resisted Shadow damage with it easily. The same is not true for the other big damage weapons.

- Radiant Sun Shards ubernerf
Some view the shard bomb change as a nerf, some view it as a buff, either way a lot of work went into the new bombs and the old ones are not coming back, at least without a nerf to the shards that can hit and their damage output. People are also missing a rather big point. The old shard bombs utilized a buggy mechanic that let you hit an enemy with all 8 shards because they all initiated from a single point. They also were 4* bombs that did 5* damage. There was absolutely no way to add a 5* bomb to their line without nerfing their damage output to begin with. Most of the bombers that tried out, and decided they didn't like the new bombs, used their old ones without upgrading them to 5* or didn't pay attention to a well known quirk mechanic about damage in SK. If a weapon deals a status or has a bonus (say very high vs slime/fiend for example) it deals less damage then its non-status, non-bonus counterparts. This is easy to see on a number of different lines but the easiest examples are the Elemental Alchemers and the Caliber lines. The new Salt Bomb and Sun Shards have both, and while I do not know if the two decreases stack it is rather obvious that those 2 lines have significantly lower damage then the other four. There is a discussion in the arsenal about their damage and other things here. I agree they need a damage buff a shorter fuse on their secondary explosions. Feel free to put your CONSTRUCTIVE input, butthurt comments don't help anybody.

Both have max damage for the following test, Depth 24:
Shocking Salt Bomb (5*), level 10, used on a Gremlin... 174 from the bomb, 198 from the shards.
Heavy Crystal Bomb (4*), level 1, used on a Construct... 120 from the bomb, 156 from the shards.

One last thing. The new bombs are like the Hammer, they take finesse. The Hammer will get the user killed easily if they are not careful, the shard bombs will not do much damage if you are not careful.

TL;DR... then you have nothing to comment on, go read it.

~Gwen

Wodanct's picture
Wodanct
Alchemers can ohko targets

Alchemers can ohko targets with their charge the same way old RSS could. Guess they better nerf that also. Let us not forget how the DA/Brandish charge can maul groups of enemies also. Let us also remember how overpowered blitz needle is.. maybe that should be reduced by 50%.

I play all groups.. or did before the fail RSS nerf. Nerfing everything I just said above will make everyone else feel what all true bombers felt when their only non-aoe bomb got nerfed for the most pathetic reason.

On the note of Dark Ret, Dark Ret is really only good for slimes or large targets. Darkfang Gremlins tend to avoid the weapon even though it was made to kill gremlins by Warmaster Seerus?

Aureate's picture
Aureate
Processing Thoughts of You Always

...if they take out the internal ricochet of Alchemers, I will be extremely unhappy.

Sirusswan's picture
Sirusswan
I am upset because bombers

I am upset because bombers are now relegated to only two distinct playstyles:

Bombs that have large knockback (Nitro/BAB/ITB) and bombs that do not (haze bombs and the new shard bombs).
Even more frustrating is that all these bombs pretty much fill similar roles (AoE Damage/Crowd control).

I loved the old RSS because it was not the above. It was a FAST exploding and FAST charging bomb that was effective versus smaller groups of enemies.
It was a very fun bomb to use because it required good skill to take full advantage of it super short fuse and concentrated multi-hit damage. This made it the most enjoyable weapon in my opinion to use in both PvE and PvP but now OOO decided I cannot have that kind of fun.

OOO did not take away just a few bombs, they took away SK's most skill based and most fun playstyle.

I think I will return once OOO decides to stop ruining their own game.

Alice-In-Pyroland's picture
Alice-In-Pyroland
One last thing. The new bombs

One last thing. The new bombs are like the Hammer, they take finesse. The Hammer will get the user killed easily if they are not careful, the shard bombs will not do much damage if you are not careful.

The hammer however is a very skill indexed weapon that rewards a skillful player and punishes a bad one. The new bombs don't reward skill in any capacity since the nature of their detonations means in order to use them effectively you have to account for several seconds beyond a consistently predictable future as well as unreliable knockback, essentially mean that getting real mileage out of them is almost entirely luck based. What's more is that the hammer provides an entirely unique niche as a sword, the new shard bombs despite their unique method of detonation don't actually provide anything over a standard blast bomb, meaning that there's little to no reason to use them over Nitronome or Dark Briar Barrage. A straight buff wouldn't even be beneficial since where as they may distinguish themselves from the standard Blast Bombs via knockback, ultimately they overlap way too much.

The biggest problem with this update is simple, the old shards provided a unique niche for bombs and that was taken away. The new bomb does not fill the niche shards use to in anyway, but most importantly they don't fit a new niche they overlap with existing bombs, and are generally regarded as inferior. Even if they were better than the Blast bombs, the end result would simply be making one line of weapons obsolete expanding on a niche bombers were already capable of, and we'd still lose out on what shards originally provided us.

The new shards don't need a straight buff, they need their knockback removing, fuse and charge times increased and the ring size adjusting so that they fit a new niche (Well semi) of a simple dps bomb with no disruptive elements, which at the very least would give them some practical functionality, and would still somewhat maintain the existence of a quicker dps bomb that could be used to clear environmental obstacles out effectively.

Aumir's picture
Aumir
About DR

Also Dark Retribution is only avaiable by (someone) paying the Crimson Hammer mission... viable or not, the only f2p Shadow bomb is the Graviton Vortex. And well, notIonized Salt Bomb/non-Shock counterpart. Which is broken (and not the OP definition) as all the notShard Bombs.

Trollingyou's picture
Trollingyou
Disregard this post

Reading error.

Eltia's picture
Eltia
Regarding dark retribution

I absolutely love the DR right after the release of the DLC. Everyone got excited and we were telling friends and guildmates and their dogs to "jump on the bandwagon". But guess what, after a week or less (I think), OOO discovered this "mistake" and the revised DR is just a joke. Want to take care of those annoying gremlins? DBB does the job better. Jellies? The good old mist bombs (VT + AoA). Results: bombers got gimped, all the good words of mouth are gone.

Looking at bomber's gears. Thank God they fixed Bombastic set (though the fix came pretty late, better than nothing I guess). Mercurial Demo Set, which was supposed to be the hardest demo gear to obtain, could be better. Movement bonus needs a boost to be useful (Medium not good enough) and I rather have Bomb Fuse Time reduction rather than Bomb Damage Increase.

And let's not forget we still don't have a set of bomber's gear that resists piercing. Right now the closest thing is Mercurial Set (which unless you count Movement Speed Increase as a bomber's attribute, is hardly a bomber set).

RSS could be the best close / medium ranged tool in the bomber's arsenal, to handle all the miscellaneous situation that our other bombs couldn't handle (or requiring us to carry a sword or a gun). Yet some people believe it behaves like a gun and therefore is not very bomb like, so it should be taken away. I think enough have been said about how short sighted these people are as they overlooked the real needs of bombers.

Painters paint, writers write, bombers bomb. If the decision makers fail to see this and still believe diversification of our arsenal should take precedence over the very thing that make what bombers are, these people are sadly very ill informed.

Ramboguy's picture
Ramboguy
LOL really?

Yes gunners are now because of that TROLL patch to the bombers the second most weak "class" and talking about bugs, check the polaris shooting for example or most of the guns in game. Take a close look on them and see where the projectiles come from.
And we all would love a couple new guns :D
And now that i said this, OKAY a couple swords too , don't rage already OP swordsman :D

The-Rawrcake's picture
The-Rawrcake
The normal attacks on

The normal attacks on alchemers are also ridiculously powerful. Making it only split once rather than up to twice on normal attacks / making the charge attack only have two splits rather than four would in fact be a big nerf to Alchemers, but the gun will still be extremely useful after the nerf. Right now, the Alchemers totally cloud out the Antiguas because of their great AoE potential. I am +1 for an Alchemer nerf, most people don't realize that they need nerfed because A. They don't have one, or B. They suck at using it.

Blitz Needle doesn't need a 50% nerf, saying that means you are likely just upset and raging. All they need to do is revert to the old Blitz Needle damage, since this one patch a while ago buffed ALL gun charge attacks by 25%, when they should not have had Blitz benefit from that buff. Keep in mind that Blitz is intended by the developers to be dangerous but deal a lot of damage. On the other hand, RSS was NOT intended by the developers to be dangerous but deal a lot of single-target damage. I would be +1 for a "We are reverting Blitz Needle to its original damage, as we did not intend it to benefit from the 25% gun charge damage buff" type of nerf; the developers can cleverly word it.

"Yet some people believe it behaves like a gun and therefore is not very bomb like, so it should be taken away. I think enough have been said about how short sighted these people are as they overlooked the real needs of bombers."

The developers never intended this bomb to OHKO anything. This is another reason that the developers took it out, as well as the fact that it does not explode or act much like a bomb would. That is what the developers themselves thought, not just some of us as you put it.

This is not a valid reason. Because all these weapons can kill things neutral to them well too:

DR could kill things that resisted shadow. Gwen never said neutral, she said resisted.

Aumir's picture
Aumir
^ + horrible diagram

Maybe they could give us back the old RSS with a burst in the center like the new one (with knockdown but no knockback) and then generate the old shards at the end of the burst radius instead of the center.
_ _
/ ^ \
< O >
\_ V _/

^I know it is horrible, but it may be easy to get.

Trollingyou's picture
Trollingyou
Misread Gwen's post, My msitake

Although, I still think they nerfed the bomb too much. Most likely nothing will be done about it.

As for nerfing things, maybe alchemers could use a nerf. I can OHKO 2 mobs with one charge shot. However, there are other things in the game than need nerfing more desperately (Yes, blitz is one of those) and yet, remained unerfed.

Oatmonster's picture
Oatmonster
Just throwing this lick out there

Bombers are the only ones who have a negative very high bonus in LD. They also only get ctr bonuses whereas swordies get three options. I' not sure what gunners get though.

Ramboguy's picture
Ramboguy
Blitz LOLZ

Everyone in the game has a blitz, and before nerfing that nerf all of your gunswords / toothpicks ;)

Lskyx's picture
Lskyx
<_< Tersakaff?

Tersakaff, wtf are you you talking about? xD Gunners have it so easy, bro. Thats a ridiculous complaint

Paweu's picture
Paweu
"Bombers are the only ones

"Bombers are the only ones who have a negative very high bonus in LD. They also only get ctr bonuses whereas swordies get three options. I' not sure what gunners get though."
Well, would you honestly want strikers to zip around being able to drop VT/SS from just having a vh ctr uv? I know I wouldn't.

Oatmonster's picture
Oatmonster
Lick

What I'm saying is that bombers are rather restricted when it comes to classes they can play. Swordsmen can easily play all 3 while gunners. Can easily use two and sometimes pull off guard. I think swordsmen should get more debuffs from classes seeing as right now, they only have ASI decreased low on the recon.