Shard Bomb Update Must GO
Look OOO, I know you wanted something new but, okay I'm going to say it:
Shard bombs are terrible. They are absolutely rubbish to SK, a burden if I may. I have no Idea why you would add such a thing and ruin the game for people.
The main reason I say this is because of two bombs: Sun shards and Rock Salt bomb. These are or were my favorite two bombs. Low fuse, ability to snipe monsters and generally being able to use them. All I am asking is for OOO to abolish the "Shard Cancer"on these two bombs, and return them to their original state.
Thankyou, on behalf of many others.

For the last Vanadamn time, the old RSS was NOT OP...

@Griseolar:
-For the last Vanadamn time, the old RSS was NOT OP...
You were using it wrong, then. RSS was most certainly OP; ridiculously so. I could solo FSC with nothing but RSS, Vana included. RSS had the option of clearing crowds or one-hitting single targets; it had range, close quarters, useful mixed-damage, a fiend bonus...basically, it was the bombers answer to Blitz.
I don't agree with removing it completely, but I wouldn't have QQd (much) if they'd nerfed it somewhat.
I would, personally, like to see RSS return, but I'd also like the new shards to remain.
@OP:
Quit yer whining and learn to make the best of what you have. Instead of making yet another pointless QQ "revert the RSS" thread how about you try and find out the fun in shards? I hated them at first as well, completely left them un-touched. Until I started discovering the secret behind them.
Give this thread a butchers before you continue your QQing. Everything on this thread (and yet to come) should be of interest if you're even remotely willing to experiment, however it'll probably be too lengthy a read if you're just raging.
Specifically this post in relation to why I feel "they would want to add such a thing and ruin the game".

Yes, it was the bombers' answer to Blitz. So we had ONE bomb that could rival the damage caused by the brandish or alchemer/autogun lines. Furthermore, my impression of 'OP' is that it is something one can mindlessly spam with little to no skill and easily defeat any enemy. RSS required skill to use - you had to repeatedly weave in and out of enemies, and lure them into attacking so that they step DIRECTLY over the bomb for maximum damage, high risk high reward. Also, it only one-hits zombies, YAY NERF PLS?! It takes too much trouble to get a trojan's weakpoint to be directly over the bomb, gremlins and fiends dodge the shards like there's no tomorrow, and beasts are better handled with DBB. Just because a bomb is supremely effective against one enemy that makes up the majority of one particular dungeon, it's considered OP?
Brandishes have great crowd control, decent mid-range, close quarters, different lines that can cater to different mobs, but it's left alone since swords are supposed to be a mix. Guns can shoot anything from mini-bombs to sticky bombs to shotgun pellets that also rivals damage from brandish/SS lines, as long as it shoots out SOMETHING. And yes, I'm repeating the same stuff all of you have already seen a gazillion times, because till date, the logic behind the RSS change is just mind-boggling.
I do not agree that the new RSS is a more 'team-oriented' bomb than the old RSS. For one, all the shards knock enemies around quite a bit, more so when they get hit consecutively by 2 or 3 of the secondary shards. Teammates either have to wait for the shards to finish detonating and then attack, or risk swinging at air or having an attacking mob knocked back into their range. If you argue that "Oh, you need to place it strategically", then I will ask you this: Define 'strategically'. I cannot expect my teammates to quickly calculate/estimate where the enemy will get knocked to in those short few seconds prior to the shards' detonation, not to mention each secondary shard has a different fuse time, and even if they could, why would I want to put them through so much hassle when I can just drop a vortex and everyone will immediately know where to unleash their barrage on? For a 'team-oriented' bomb, it sure doesn't seem like one.

Your definition of OP is, bluntly, wrong. Overpowered has no bearing on whether or not it takes skill or not to be as such. It was overpowered, plain and simple. Saying it wasn't great against Trojans is like saying it wasn't great against gremlins; irrelevant. It was ridiculously useful in LD, FSC, GYs, any level with shadow/pierce weak enemies including even RJP/JK despite it's piercing type.
Also, I never said it was the most OP weapon in the game, nor that it was OP enough to merit a nerf over the others. But being "not quite so OP as blitz" doesnae stop it from being OP at all.
I did read your second paragraph, but since you clearly didn't read anything more of the linked threads than the short paragraph I quoted, I'm not going to bother responding. My reply and your answer are in that thread; I don't feel like repeating myself just because you decided to ignore a massive part of my point. I quoted it for your convenience, not to encourage you to ignore the links.

How is it irrelevant when I said that RSS was only supremely good against zombies but average/troublesome against all other mobs? Did you also conveniently decide to feign ignorance just so that you can continue with your "RSS is OP" stand?
It was ridiculously useful in FSC, no doubt. In LD, it was one of two viable direct damage bombs (the other being Nitro, and three if you consider DBB as being viable for LD) and it required opponents to actually be wary of their surroundings, but that's too much to ask, mirite? After all, anything that can counter a Skolver clone setup is OP. I'm surprised no one has complained of VT being OP. Oh wait, UVs...
I don't know what your abbreviation of GY is, but I'm just gonna assume it's a level that the RSS does somewhat better than expected of a bomb whose damage type is resisted by the mobs there. Not exceptionally better, just slightly more effective than, say, DBB in IMF. Apparently that's enough to make it OP.
Well whatever, you've already decided that you're not going to respond, and even if you did, we'll just be beating a dead horse again and again, so I'll stop here too.

"I do not agree that the new RSS is a more 'team-oriented' bomb than the old RSS"
Did you try it or read at the link he gave ?
Because Braddy, I and a few other persons did fields runs with it, and with 2 or more shards bomb, they start to be good enough to use compared to other alternatives.

Yes Fradow, I wanted to give it a chance and brought its elemental version into FSC on numerous occasions (and with a vortex too). About a third of FSC is usually solo'd by players (D24 running to wheels, D25 rooms, D27 running up steps), and in the places where everyone has to work together to progress (D26 left path 2nd party button, D26 & D27 final room, for example), I noticed that the shard bomb did as much harm as it did good, if not more. Mobs were taking longer to kill due to the knockback bumping them around and out of teammates' attacks, and even I myself got hit several times because the knockback just so happened to bump the attacking mob right into me. Switching to Vortex+VV got rid of this problem entirely.
I have only ran into another shard bomb user once or twice, so I cannot comment on whether using 2 or more shard bombs together can do more good than harm. My first impression from those scarce encounters were that it was still quite bad. I'm also confused as to why you would consider it a 'team-oriented' bomb if it REQUIRED the presence of another shard/vortex bomber to accurately pull off the combos specified in that link. Doesn't a team-oriented weapon simply make it easier for the team to handle mobs with whatever weapons they have, or be a weapon that complements whatever playstyles/loadouts that your teammates have? If it REQUIRED another shard/vortex bomber, then I'm actually restricting their loadout, which to me isn't very team-oriented.

@the OP
You obviously don't know a thing about balance in video games and how important that is.
You are being selfish, and that is all there is to it.

How is it irrelevant when I said that RSS was only supremely good against zombies but average/troublesome against all other mobs?
Zombies: Annihilated them.
Kats: Annihilated them.
Puppies: Best bombing option for them, and killed them decently quickly at that.
Constructs: Could still onehit them, thanks to bonus negation.
Fiends: Annihilated them.
Slimes: Annihilated them.
RJP/FSC: Overkill.
Beasts: Damage was fine, but caused dodging.
Gremlins: Low damage and caused dodging.
LD: Best dps bomb in there, and could get great scores.
I maintain "you were using it wrong". RSS was in every one of my bombing loadouts and could be used virtually anywhere to excellent effect. When RSS was weak, it was bleh. When it was strong, it was sheer overkill.
Like blitz. Sheer overkill on trojans/fiends/beasts, so it's called OP. Ever tried using it against puppies? My CiV can destroy puppies faster than Blitzes. So why are blitzes called OP if they're not OP against everything, if we follow your definitions of OP?
Stop thinking about zombies and think about other places. Did you ever use RSS in RJP, for example? It's "average" there, but was still pretty damn strong. To give an example that was a fairly bad run of RSS without maxed stats, that still managed it in a minute. I've seen the RSS' clear JK in half that.
Also, GY = Graveyard.
Well whatever, you've already decided that you're not going to respond, and even if you did, we'll just be beating a dead horse again and again, so I'll stop here too.
Beating a dead horse? Oh no, my point completely invalidates what you said, I just don't feel like writing it all out for you on this thread when I gave you links to a thread that has it already all written out. Your laziness does not defeat my point nor does it make you correct.
I did a JK run yesterday with shards and it went as well as anyone could expect, considering it was my first ever JK with the current shards and the person I ran it with didn't even have the correct type shards. Competitive times, before you ask.
EDIT:
Again with your arbitrary definitions. Team-orientated does not mean "works great with any team, ever" it means "designed to be used in teams". Again, read the links I gave you. Seriously, it'll start to come together and you can stop making random guesses.

Since you apparently know my playstyle better than myself, I'll just stop trying to argue against you. Yes, the old RSS was indeed OP.

It's not that I know your playstyle, but if you think the old RSS wasn't OP then...you were using it wrong :s
It's like someone saying Blitz is a perfectly balanced, fair weapon and is not OP. It's just....wrong. They're clearly not using it correctly if they believe that. Something being OP is rarely, if ever, a matter of opinion.

I have my reasons for saying that the old RSS was not OP - latency and lag being the main ones - but to fall back entirely on those excuses would just be childish of me. Maybe latency issues were indeed preventing me from using it right, I don't know, and it's too late for me to test it on the Asian server where I'm having full 4 bars there.

I try to stay away from the rage threads but the comment I've gotten most often when trying to use RSS in a teamwork situation in PvE is, "Please stop. We can no longer see what is happening."

Then why not just nerf the damage, or change it to elemental? More worthwhile and helpful patch.
Well, at least give all bomber s a Bomb/Gun and a Sword/Bomb..

@Griseolar:
I'd understand if that was the case. Optimum usage of the shards required very specific timing to have the target land on the rad. Even a second or two off would allow at least half the shards to fly off and deal no damage, thus making the shards appear very average in terms of dps. Zombies it would be fine either way, but when using on targets such as slimes, this was essential. This can be demonstrated on the JK video I linked, where many of the bombers shards missed the JK and caused the kill time to reach over 1min. A bomber with perfect timing would have landed most/all of the dets underneath the JK and allowed all 8 shards to hit him, vastly increasing dps.
Latency would certainly not help this issue.
@Asthix:
*sigh*
Read the thread in question before you comment on a quotation from the thread...
@Atrum:
Hey, I've already said that I don't know why they didn't just add the new shards and nerf the old RSS. Why they felt the need to completely replace it is beyond me, and I have stated my thinly veiled opinion here.
I'm fairly confident that the main reason they removed it was that they didn't like the idea of a bomb, which is supposed to be aoe/crowd damage, being able to onehit targets. That's the closest to a legitimate explanation I can conceive that would explain "not bomb-like enough" but even then, there are other options than to remove it completely, especially when they persist in buffing weapons like Blitz and Brandishes which contradict this reasoning.
I wouldn't oppose the reintroduction of RSS, nerfed or otherwise, but I am (now) happy with the current shards as well.

I don't really understand why RSS had to go, because sword-like Blitz is there, bomb-like Polaris is there, bomb/gun Brandishes are there, etcetc. But hey, Nick's favourite weapon is Blitz Needle according to Q&A, so I guess... Also, a bomb that explodes and sends debris is a gun...?
More than that, if we just didn't have FSC as the ONLY Tier 3 boss dungeon, RSS complaints about its "OPness" would be void. It is like what happened with Dark Retribution - "OMGitkillsRJPlikeaFangofVog, blasfemous!" - even if it was used against mobs weak to them. Can't we (part or fulltime)bombers solo anything without dropping 1k bombs on the field?
Also, we were outright lied: First devs said it would be a rebalance, then that it wouldn't be nerfed, then that they were listening to all our feedback, and not only this time, but once RSS was planned to be piercing and devs listened to us that time. Conclusion: Devs or whoever listened to us went deaf, and decided that a bugged bomb with hit limitations and status effects that aren't fixed 100% yet would go to bombers and substitute one of their main weaponry because "OPness" - come on, do you REALLY believe it is "not enough bomb-like" when we got the Blitz sword etc? - and that we got to take it and shut up like good customers.
I want to see old RSS back. It should be done - I haven't spent ANY of my variant tickets! And won't do it! - and there have been multiple suggestions on how to avoid the "OPness": Do you complain about the "claymore OP effect"? Put the 3+ hit limitation that the new one does! Problem solved! You don't want dual type weapons? Make lines like the new ones do! I will take my old Elemental shards with a side of Shadow shards, thanks.

Don't you love it when someone posts and you can so clearly see that they've not read a single post in the thread after the OP? I've addressed every single thing you mentioned! :D
I don't blame you though; I don't always read every post in a thread either :)

As others have said the issue isn't inherently about the nerf of shards, it's the way bombers are selectively screwed over time and time again. Shards were nerfed despite weapons like Blitz and the Brandish lines being infinitely more OP and having a more adverse effect on the game at large, Dark Retribution was nerfed despite the hammer more or less being the best sword in the game. And as Aumir addressed, we were completely ignored when it came to testing feedback that was more than anything else probably just a money-grab.
I personally don't care whether shards get reverted or not, however I wish OOO didn't show this bias when it comes to game balance. Gunners complain about being underpowered and now they've basically been buffed to the most OP "class" SK will likely ever see whilst bombers are basically just asking to not get nerfed into irrelevance and yet here we are, having this discussion. Of all the "class" groups in the game bombers have always been rife with the most balancing issues, and as time goes on we seem to just get more and more of them.

If your entire party has to choose their gear to work around the weapon you're using, then what you have is the exact opposite of team-oriented. A team-oriented weapon is one that supports your party while allowing them to enjoy the game on their own terms. At their best the new shard bombs go in the novelty bin with Neutralizer.

Seriously, has anyone actually read the links? I'm not going to respond to posts that reply to my quote when they've clearly not read the links that explain the quote. I honestly thought posting a quote would be helpful; show you what I mean, so you can read the thread with an ahead understanding of what I'm thinking; I did not intend for you to just read the quote and ignore the links; they are quite relevant to my point, and this discussion.
[EDIT:
In fact, I'm just going to remove the quote and leave the links; I have little patience for being ignored]
@Echoez:
Well put. Constant bomb changes and nerfs get old pretty fast. As much as I'm having fun with our Shard experiments, it feels pretty bad in principle; the very fact that we have to sit and experiment to unlock their potential, while Blitz and Brandish just need to hold down M1 to unlock their super-juice...well, it seems somewhat insulting. Make bombers work hard to keep up, make the rest of them charge up to OP. Thus, my QQ thread.
As for the current shards though....well, I've posted on that already~

I think of the Shard update like a lemonhead
At 1st lick, you will want to cry
But once you went to the core, its all sweet and hippies 60's land

I think it's also worth establishing that where as the Brandish and Autogun line weapons are pretty easy to use without any designated bonuses, in order for RSS to be considering "broken" it requires you to use bombing gear or at least invest in CTR UVs. Other overpowered weapons in the game are inherently powerful and get made even more ridiculous when accompanied by dmg/asi/ctr boosts, with RSS or indeed just about any bomb these bonuses are required for them to be at all effective. I'll admit RSS was relatively overpowered when maxed out, but the sheer fact it requires such designated gear choice in order to utilize -like all dps bombs- makes it hard to justify nerfing while other, signficiantly more powerful and less specialized weapons have only recieved further buffs (That generic damage bonus given to all guns and bombs although a nice gesture, was a really cheap way of Three Rings not actually addressing the real balance issues and resulted in weapons like Blitz just becoming even more domineering).
I think the biggest issue with shards nerf though isn't purely the removal of such a good weapon for a comparatively awful one, it's the fact that now bombers have no bombs that aren't visually disruptive, that can attack at range (The FSC Rocket Puppy room for example is now basically impossible for bombers, short of abusing Shock Vials) and are our total of damage-oriented bombs that don't disrupt mob-positioning is limited to DBB and Ash. If Shards had been replaced by a bunch of different bombs that filled these individual niches, instead making more specialized, less generalist weapons then it would've fix shards been so effective everywhere but it also wouldn't have left us no longer being able to accomplish a lot of things we used to be able to do.

instead making more specialized, less generalist weapons
Would have to disagree there. Currently, the shards are the only weapon in the game that has access to all three damage types, and have a couple of status variations on top of that. That makes them the single most general-use special type weapon in the entire game. Using it in such a way (described in the thread I linked) keeps it competitive with most other weapons in the game and because of the three special types this means you can literally use the shards anywhere you want. Blitz is OP? Take it to a Mech Mile and you'll start pining for Pepperbox. Use shards wherever you want, whenever you want. They're certainly not more specialised, they were made to be used anywhere you want as a general, all-purpose bomb.
Though I do agree (I think?) that we need some more niche bombs. Currently trojans, puppies, most bosses (excluding JK, primarily), slags/dreads, ACs (well, basically all enemies with shields) are a terror for bombs. DBB works nicely enough against trojans but is slow and only because it's easy to get them to stand still. All other shielded enemies like to move around a lot, and we have no bombs useful for that whatsoever. Killing puppies with bombs is just exhausting.

I think you misunderstood me, I was suggesting turning RSS into a set of specialized bombs that each perform one of it's old niches (A long range turret sniping bomb, a close range burst damage bomb, ect) I'm fully aware of how the new shard bombs work, even if I think it's really disengenious to make the Blitz/Pepperbox argument when surely that can be applied to "Oh you took Dark Matter into FSC? Bet you wish you had a Crystal Bomb" aside from DSB the others are no less specialize than the needles.

@brady I'm glad you and a few friends have found a way to enjoy the new bombs. Although I do have to somewhat disagree with your idea that these are team play bombs. I have read through your linked thread and it's not that I'm denying your conclusions on the damage output getting better when more of the group uses the bomb but I would say it makes it better in specialized team play. I can run the whole CW with Bio and Nutralizer but it does get quicker and better on the damage when there are 3 or 4 doing the same with me. The problem is that these groups rarely exist unless set up before hand thus making it a specialized team play where the guns mentioned or these bombs get better.
I do miss my old RSS but I know that we will never see them again. My biggest beef with the new bombs is that we never got what we were promised.
"Please also note that it is not our intention to reduce the power of these bombs in any way."
"Again, it is not our intention to reduce the effectiveness of these bombs."
"So, we’re making this change because we want all bombs to feel like bombs- weapons that when used, create areas of damage on the playfield and feel like they pack a punch."
"3. Damage is always scaled based on star rank and depth, so no, nothing will be made weaker for the sake of a new bomb coming out."
Maybe had they listened to some of the feedback and acted on it we just might have gotten the bomb that these OOO quotes speak of. As of the RSS change I just haven't felt like supporting OOO with my funds any longer. I was not opposed to the change, even though I knew I'd be loosing a faithful friend in the old RSS, but was looking forward to the new bombs spoken of pre-release. The fact that they implemented these bombs while disregarding all of the testforum feedback was a major slap in the face just like when I bought OCH specifically for the bomb only to have the rug ripped right out from under my feet a week later.
OOO seems to be leading bombers by the hand into a support only role so now I have to ask, if that is your intent OOO then why don't you give us less disruptive bombs that won't get us kicked out of PUGs? Please OOO listen to your player base and do some thing with these sup par bombs. Since the change I have resorted back to playing more with guns and swords because my fun in bombing got cut in half.

Warning - I'm dyslexic and I am tired of editing my post for correct words/spelling.
All this talk about RSS made me remember how they turned our Undead killing bombs into pure pierce pieces of junk. My friend had this wonderful Undead High old RSS that was turned into utter trash and SK Devs/Support had no intention to actually let people have their nRSS bombs turned into the elemental line effectively screwing over quite a LOT of bombers. Thing would of worked out so much better if they didn't screw over people and actually gave us the choice on what line we wanted. I still don't know how Radiant Sun Shards are pure pierce because that name screams elemental all over it.
What did we get in compensation? A UV ticket based on what star our bomb was which was easily exploitable since a GM even said you get a UV ticket for each bomb you own 1 hour before the update. All in all, Three Rings expected bombers to build a completely new bomb and spend their hard earned crowns (or maybe money) rolling for UVs on it again.
---- Teamplay value of the Bomb ----
It blinds me, get your blinding shard bombs out of my run. I don't even use mine because it just blinds everyone. It is just another nitro now. Don't want to say is that way.. but yeah the bomb is just another problem now. Alongside of that someone else pointed out once that everyone else in the party gets some sort of lag from the bomb. Which I can say that new shard bombs do lag me. Could just be my awful computer or could a coding error in the bombs that affects everyone that isn't the person using it.

@Echoez:
I only used Blitz as an example. There is no shadow/elemental Autogun, so short of relying on Pepperbox (which has only half the damage output of Blitz) you're not going to get your 4k+ charges fired anywhere you feel like, whereas you can use your "shards" absolutely anywhere in the world. Bring the piercing and elementals to FSC, bring shadow and elemental to RJP, bring piercing and shadow to GWW, for example.
I would like other niche bombs, but not at the cost of losing a fun bomb.
@Akvar:
The damage output increases very noticeably so, was the main point. Going from slow, counter-productive and clumsy bombing with one bomber, you can very suddenly jump up to competitive runtimes.
And I'm aware that you can't rely on this for random joins, but saying "that requires people to set up beforehand" is exactly my point. They're trying to encourage people to set up beforehand, decide on loadouts that work together and play as a team. Currently, FSC is just "Do you have Blitz? Cool." Doesn't matter what else anyone brings, as long as at least one person has a Blitz, the rest of the loadout is utterly irrelevant. I don't see setting up before a run as a bad thing, personally; it seems to fit the atmosphere of this game very well, considering they want people to play with multiple combos, weapons, loadouts and armours, rather than just cloning each other.
I accept that gear imbalances play a role in that, but my point is that the new shards appear to be a step in the direction of rectifying that.
As for the promises and old RSS discussion; I've already agreed on that fully. But I don't see a reversion being likely, so am trying to make the best of the current shards instead.
@Wodanct:
I feel you, dawg~ Giving players the choice would have been good ettiquette, rather than just bunging us with the one they'd randomly designated the fiend line. Personally, "deadly crystal bomb" sounds more pierce-y to me, too~
EDIT:
Well, not much can really be done about that. Some people just get laggy from bombs. Suggestions thread: plenty of "ultra low" gfx settings suggestions, or suggestions for reducing graphical effects of flash bombs to be written/discussed etc.
Personally, I've done 3man pure sharding runs and been fine, save for Vanas Mask Phase/Puppy rooms where the bullets are impossible to see.

I see your point but feel that it is unfeasible. I don't think, that if I get into a group with friends or a PUG and someone sees me with a shard bomb that they will run over and equip one as well in fact they may just be dreading the thought of me bringing it. If this were a bombs only game I could see that being a reality but it's not. On a side note I would love to get into one of your bombs only runs although I only have the SSS, SSB and a 3*DCB, I'm curious to see how much greater the damage is in a group.
One thing I loved about this game from the get go is that it is a game that can be run solo or in groups the whole way through. I like my solo time and the old RSS fit well in a solo run. The proposed new shard bombs sounded as though they would do this as well but they failed miserably at it. I would so much rather have a mist bomb over a new shard bomb and that is an unfortunate thing.

Do you not see what you just did there? In the very same paragraph you said you don't think teaming up with pre setup works, you announced that you'd like to team up with someone with a pre-setup.
See where I'm goin' with this?
Also:
Our RJP run was as fast as any regular, our FSC run (with pure shards; no other bombs at all) was a bit longer than regular (non-OP) runs. I feel with bomb combos we could do it in competitive times, and I'll confirm that soon enough. LoA was at a decent speed, although we were fairly unsure what to do there, since half the key enemies had shields and moved a lot which was the main thing that slowed us down.
Basically; it allows regular run speeds. Bit slower without practice, but insert some tactical combos and teamwork in and you'll be running no slower than your regular gear.
However, I don't see them being viable for speedruns of any kind, but that's neither here nor there.

I see what I did there, I made a point that outside of optimizing for a boss run or specifically forming a weapons specific group people aren't going to grab a weapon that compliments yours. I love bombs only runs but it can be hard to find a group for such runs especially one so specific that you have to use a particular weapon of said type to even make it effective. I guess the point is that for an effective performance form the shards requires more than one person using it isn't adding to diversity but forcing people into mirrored loadouts just to make the bombs effective, which really isn't any better than making sure there is a blitzer in a Vanna run or a clone loadout for LD.

Yes, it can be hard to find a group willing to work together, but that's mainly because people have got themselves into this soloist attitude of just bringing their own perfect loadout and doing their own thing, on their own, in a party. Which is why I've been saying that I feel the shards are an attempt to rectify that by encouraging the very opposite, by encouraging people to sync up and work together in a way that people just don't bother doing right now. It's my entire point; people should start doing it more. Shards give us a reason to do so, by making it fun!
I see a big difference. In FSC all I need to do is make sure that at least one of our members has a Blitz. Beyond that, people may have the same or different gear, but it won't complement each other; it'll just be three people with a sword, running around doing their own thing completely.
With shards we can take a few minutes before the run and discuss our play, what we'll do, who'll do what.
For example:
One of us will carry DCB, EV, VV and DBB, the other will take DCB, SSS, VT and another EV/haze
That's not two players cloning and just going off and doing their own thing, that's two players making a build specifically to complement each other. One of us drops an EV while the other drops a haze, then we both drop shards, then one DBBs the Trojan while the other continues to shard and haze.
It's working together in a fashion that current swordy loadouts simply...don't do (often? I don't want to say never, but it's not something I ever see).
My last post wasn't a dig at you; I was simply emphasising that "it sounds fun". It makes people want to do the run. I talk to Bombers about it and they all want to do runs with me, to try it out, to mix it together, to see how it goes, to have fun.
Skip the bomb part and say "Wanna ddo FSC?"; mostly likely I'll get a "Meh, maybe".
Say "Hey, let's gear up in shards and work together" suddenly people get interested; whether it's FSC or not just becomes irrelevant; it's actually the bombing that's fun.
And not just because it's new, shiny, fancy bombs that no one's played before (well...maybe a bit) but because the builds are all about combos and working together. Not just two people swinging swords at zombies or spamming charges and happen to be in the same room; it's actually, genuinely working together. My last partner and I had the timing of our vortex+shard combo down perfectly by the end of the run, since we'd spent the whole run playing about with our co-ordination and teamwork. It was fun in a refreshing and new way.
And people know it without even trying it, too. Am willing to bet that's (at least partly) why you said you were interested in trying it out~

regardless of what one thinks of the old RSS bombs, the new ones suck and are fraught with bugs and inconsistencies. Not worth using as anything short of a novelty item.
And the piercing line, SSS, is inferior to the DBB in every single way imaginable when it comes to enemies weak to pierce. Don't even get me started on them loading these bombs up with Stun while they knew stun was bugged and a complete hinderance.
The long and short of it, is that these new bombs are lousy. Can you use them? Yes. Are they the worst option possible in just about any situation? Pretty much, yes. Not only are they inferior to other sword/gun options, as are almost all bombs, but they are pretty much outclassed by other bombs in every situation. Be it the nitronome, DBB, or even haze bombs when set on top of an enemy.
Now, taking the old RSS into account. There are quote, unquote, "OP" swords the world over, and "OP" guns as well. Don't really need to go into too much depth, but the old RSS was not nearly as "OP" as any brandish, or DA (or levi on turret style enemies). The blitz, enough said. The polaris style of guns can be used to solo just about anything with no risk, due to the pushback. Seriously, you can go into any T3 level and just spam polaris with no fear of dying. Sure it doesn't do much damage to some style of enemies, but it still owns them completely.
The infinite range of the RSS was fairly negligible since you couldn't cluster at a distance, so it was merely one super weak projectile. Only particularly effective for hitting switches. But if that was such a terrible problem, then fine. There were only 2 changes that needed to be made to the old style RSS to bring them inline with the games bombing mechanics:
#1, Take away infinite range, make it travel the same radius as the DBB. The DBB is a projectile bomb that has an area of effect. Simple, simple, done, done.
#2, Scale down the RSS strength (since its 4*) and make the SSS bomb (5*) have the strength of the old bomb. Simple, simple, done, done.
Lastly,
I'll state that if you want to argue the old RSS didn't function like a bomb, fine, i'll accept that. If you want to argue its strength was unfair because it was only 4*, fine, i will accept that too. The previous 2 changes would have fixed both of those issues. If you want to argue that it was OP in general and "ahd to be changed," thats a hollow argument and pure nonsense. With one exception: you can make that argument truthfully, if you are also make the same argument about brandish lines, DA, blitz, polaris, and toothpick/GF for lockdown.
So if someone wants to argue that all the weapons that are OP need to be brought into line, then i'll understand you including the old RSS in that group. If you argue that the RSS change was needed but all these other weapons are just fine...well, thats just nonsense.

-SSS, is inferior to the DBB in every single way imaginable when it comes to enemies weak to pierce
Due to Devils unpredictable nature, I prefer SSS over DBB for them. It's easy for them to jump out of a DBB and ignore all the damage, whereas they don't respond to shards on the ground and happily stand on them and get caught. Stun only serves to make this easier and easier to do as they get slowed down. DBB wins for Trojans, but SSS wins for the rest of Fiends. When it comes to beasts, they're actually about on par, when shards are used in teams~
@the rest of that paragraph/your post:
Well...read over my previous posts on this thread, I've covered it all really. I consider the secret behind shards to have been cracked~

I did a no rez solo run through HOI with nothing but AoA and DBB, no heart trinkets either, while wearing fully heated 4* heavy demo armor (shadow max both pieces). I find DBB to be incredibly easy to kill fiends with while taking no damage.

Depending on depth (and other factors) a DBB with enough CTR can make it impossible for enemies to escape it. Once you hit them (and knock them down with the blast) you just keep planting bombs on them. This is of course factored by party size, depth, and amount of bomb damage you have. Max bomb damage will give you the best knockdown results with DBB. If I ever bomb I have VH bomb damage (merc demo set + bomb ctr trinket + bomb dmg trinket). Once in awhile wolvers won't get knocked down until the 2nd bomb.
Most of the time I'm just a typical soloist setup with a sword, ctr high electron vortex, and a gun. Yeah I haven't used 4 weapons since last summer when I realized a person doesn't need 4 weapons to make a optimized set.
-Edit-
Welcome to Graveyard Number 2.

Agreed, even though doing so would make me feel stupid for selling my RSS.
There was nothing you could do with RSS that you couldn't do with a Blitz/Brandish* in slightly more time with far fewer risks and/or bonuses needed.
The only shards worth using are the Shadow & Elemental ones, and even that's only due to having no competition (and in the case of the latter, even that is debatable using AoA or when the Status is more valuable than the damage)
*The RSS's Gun & Sword equivalents (which I would like to note were not nerfed despite being just as "OP", if not more so due to the fact that you could do regular attacks with them as well)

Blitz is way more overpowered than RSS was and so are the brandishes. If I remember right max dmg blitz charge on Vanaduke is 281 or 289 x15. Then you have max damage brandish charges that I think in FSC were approx 790 for the sword swing and 2xx for each blast that hit enemies.
Note that Vanaduke's pierce "weakness" is only equal to a low dmg bonus. So max blitz on wolver/fiends will do even more.
Thanks for the conversation guys. Your opinions are shared, obviously and vary widely. I can see that a few of you agree on this and a few do not. However, this thread was not supposed to become a 'Graveyard post' or anything like that. I just thought it would be a good Idea to see what your views were and maybe get the message to OOO; because, as you do know, the forums are difficult to post ANYTHING on. Hopefully, besides your differences, I have spoken to Many In game players and had all the same response. Yes, the bomb/s may have been OP on some or Many levels, but It was still a part of the game. I do agree, however that they could have changed the bombs DMG to elemental so that It would not be OP for FSC or Vanaduke. The bomb was a 'Bombers Blitz' in this case, and many people would agree. But that was no reason the convert the entire way the bomb operated at all. OOO could have at least Nerfed its DMG overall. As for those that rage about the LD bombing: Get over yourselves, It's the same as Faust being Incredibly OP when you first start out at LD, and as you progress you can find a way to get over that obstacle. As for the 'blinding' effect of the bomb - Okay, I do agree it was a bit intense, but hey: it was named 'Sun Shards' for a reason, being bright and all. Anyway, I hope this Post has possible swayed the opinions of some.
Thanks,
-Varlice

I still only use the one, main knight character in-game.

As a 4 star weapon RSS was a little powerful, but nothing that couldn't be fixed by lowering the 4 star versions damage and making a 5 star. There was no need to make the bomb pure pierce, give it the horribly bugged stun status, and gave us a sub par compensation for it that people exploited. If the damage was so "overpowered" all that needed to be done was lower its damage and make it 5 star version.. or at least let us change our nRSS into the elemental line instead of screwing us all over.
But Dev logic, the bomb wasn't what they wanted so they decided to just trash it.

Stun is no longer horribly bugged.
In fact, I've found that nRSS is now a valuable support weapon as the stun slows enemies down by a higher degree than stagger storm.

Reducing the damage on the old RSS wouldn't have fixed the core problem at all; it would still be able to ohko targets, which is not a bombs primary function, and reducing the damage far enough so that ohko's aren't possible would be nerfing it to uselessness.
Honestly, as much as I disagree with removing the RSS completely, I do understand why they felt the need to bring in a new bomb; there is no nerf that would allow the old RSS to remain balanced that wouldn't completely change it or make it useless anyways~

RSS damage was as high as it was because it had both pierce and elemental damage types. All bombs now only carry one damage type. Stun still has its problems but it is only noticed with certain weapon charges (and I have still seen Vanaduke get stun locked you just need to hit him at the right time during a mace attack).
Anyway, yes 2 damage types. RSS gets double the bonus from dmg buffs. It has been shown before in a thread unless the devs fixed that.
If it isn't fixed it would be something like this.
Leviathan - Normal Damage + 30% boost (just using 30% for the sake of I dont know how much max damage really is % wise)
Divine Avenger - Normal Damage + 30% boost
Elemental Damage + 30% boost

I think you missed my point; no matter what they could have done to nerf it so that it wasn't "OP" would not have been enough, allowing it to still ohko single targets and be "OP". If they nerfed it beyond that, then it would be utterly useless as a spread bomb, as each shard would have to do less damage than the current shards do. It would make the bomb completely useless. There's no way to change the old RSS and "balance" it as a crowd control/aoe bomb that wouldn't destroy it anyways. A complete overhaul was the best way around it.
Although, as stated, I still think the old RSS should have remained in game to some degree, even just as a LD bomb...

Though I generally do disagree and think it could of been fixed. If I remember what the devs said is that they didn't like the bombs mechanics and turned it into a AoE bomb. Though I don't see anything wrong with the bomb being able to ohko a single target out of a group since I spent 95% of my game time playing with swords. If you wanted the bomb to be crowd control or aoe then there would be no way to fix it. I think of the bomb as a frag grenade if anything where the closer the target is too it the more chance of getting hurt they are.

I think of the bomb as a frag grenade
I saw it as a grenade, too. Personally I think it's the most bomb like bomb we had; the closer you are, the more damage you took. Ofc, it also created the problem of shifting damage ratios onto single targets as opposed to rad damage like blast bombs.
I'm fairly confident that by "not bomb like enough" they meant in terms of "it was limited in aoe and better at 1v1ing" as opposed to the obvious idea, since we have so many other mixed weapons, and they went on to release an incredibly gun-like bomb at the same time.
I honestly can't think of any way to change the RSS into what they wanted without changing it completely. The intellectual debate thereafter really just comes down to "did it need to be changed at all?".
Also, I've been talkin' to you for a few posts now and I just have to say that I love your name. Makes me think of pokemon, for reasons beyond my understanding~
I dunno about you but i have fun with it,because of its hard use i love it even more, i got ionized salts bomb and surprise how good it is on RJP run of course at 1st i taught just do like normal bomb but when i do pattern and strategic placing i can hit easily many without prb,i've seen vid how old shard bomb used to be gotta admit a bit maybe OP because of the orb flying without limited range make it as 6 direction gunner for 2* and other 10 direction gunner its almost like a gun charge like Levi charge but release orb on multiple direction,in LD swordmen gonna complin "aww you noob use shard spaming like crazy"so many orb flying its like death arena but on PvE gonna be usefull i mean TOO EASY