ALRIGHT! Listen up! I'm sick of the massive trashpile that people call "balancing threads" that I have to filter through whenever I'm in the suggestions subsection. So I've decided to make a proper thread and ACTUALLY UPKEEP IT. (OMGrite?)
NERF TIME!
Here's where you get to vote on nerfs to weapons, or suggest your own nerfs. You may vote on more than one item for each weapon. Let's begin!
BLITZ NEEDLE
The most blasphemous of the lot, the Blitz needle is one of the highest DPS weapons in the game. It completely outshines the Plague Needle and the Volcanic Pepperbox, both of which are decently balanced weapons. Thus we can't just "buff the competition". There have been a few suggested ideas, none of which really adress the problem without creating 10 more. The simplest solution is often the best, no?
- Reduce damage output by:
- 10%
- 20%
- 30%
- 40%
- Bullets do less damage the shorter they travel
- Reduce charge attack damage and increase standard attack damage
Other, unlisted nerf?
Votes
- █████░░░░░50%
- █░░░25%
- ███░75%
- ░░░░0%
- ░░░░0%
- █████░░░░░50%
- █░░░░░░░░░10%
FLOURISH
A weapon which eludes logic, the flourish is a pure damage dealing weapon, which completely ignores the split normal damage unwritten rule of melee weapons. This makes it overpowered in PvP, and underpowered in PvE. The first swing of the weapon is obnoxiously wide and fast, yet still deals the same damage as Calibur, despite having a wider range.
- Change the damage to split piercing/normal
- Reduce the width of the first attack
- Reduce the speed of the attacks
- Completely overhaul the swings and the shape of the combo's hitbox so that it's useful
- Reduce damage output by ~10%
Other, unlisted nerf?
Votes
- ████░░░░░░░36%
- ██████░░░░░54%
- █░░░░░░░░░░9%
- █████░░░░░░45%
- █████░░░░░░45%
ROCKET HAMMER
Like the flourish, the Rocket Hammer has unexplainable pure elemental damage. Although it is faster and hits harder than the Divine Avenger, due to its pure damage, poison does not boost it's attack power as dramatically as Divine Avengers'. It also has a dash which can shred enemies, but also can throw the user into hazards and is easily sidesteppable by experienced players.
- Change the damage to split elemental/normal
- Reduce the damage output by ~10%
- Reduce the speed of the dash
- Reduce overall speed of attacks
- Dramatically decrease dash damage
Other, unlisted nerf?
Votes
- ███░░░░░░░30%
- ██░░░░░░░░20%
- █░░░░░░░░░10%
- ████░░░░░░40%
- ████░░░░░░40%
POLARIS
The Polaris, and to a lesser extent, the Supernova, are among the most controversial of all weapons both in and out of PvP. The superior AoE makes escaping the damage difficult. Paired with the shock, this weapon becomes on par with the Storm Driver. However, the Polaris has slower moving bullets, reducing its usefulness as an offensive weapon but increasing its defensive abilities. The high knockback makes a Polaris user difficult to approach, for both monsters and players. (Polaris bullets for some reason can push shielded Trojans further than a Sudaruska charge attack) To top it all off, the Polaris is the most visually disrupting non-bomb weapon.
- Reduce the clip size to:
- 1 round per clip
- 2 rounds per clip
- Remove shock chance from unexpanded bullets
- Cause unexpanded bullets to deal no damage
- Dramatically decrease Polaris' knockback
- Redesign Polaris graphics so they are not obstructive
- Reduce shock strength
- Reduce expanded bullet size
Other, unlisted nerf?
- Apply identical nerfs to Supernova
- Do not apply identical nerfs to Supernova
Votes
- ████░░░░░44%
- █░░33%
- ██░66%
- ███████░░77%
- █░░░░░░░░11%
- ██░░░░░░░22%
- ███░░░░░░33%
- █████░░░░56%
- █░░░░░░░░11%
- ███░░60%
- ██░░░40%
BRANDISH
Although not as overpowered as the other weapons on this list, the brandish series is still a harsh offender. The charge attacks are quick, easy and safe, and are nearly on par in terms of damage to Sudaruska and Triglav charges. A player will move at nearly full walking speed when charging a Brandish, and can unleash the charge relatively quickly with only a short recovery time. Troikas on the other hand will slow the player dramatically when charging, and hurl the player forward towards their enemies, simultaneously locking the player in a long recovery. The sword in general is simple to use, and extremely diverse.
- Increase recovery time after a charge attack is unleashed
- Slower movement speed when charging
- Reduce diversity:
- Change to pure damage
- Reduce damage output by 15%
- Reduce damage output by 25%
- Reduce the length of the charge attack but increase the width
Other, unlisted nerf?
Votes
- ██████░░░░60%
- ████░░░░░░40%
- ██░░░░░░░░20%
- ░░0%
- █░50%
- █░50%
- ██░░░░░░░░20%
CHAOS
A hot topic in recent discussions, the Chaos set is known for its vastly superior offensive stats over all other equipment, and its effect on the Mad Bomber set's redundancy. Apparently the Chaos set is intended to be a glass cannon, but its defenses still seem too high for its offensive stats.
- Reduce abilities:
- Reduce set abilities to CTR: VH, DMG: Med
- Reduce set abilities to CTR: Med, DMG: VH
- Remove the buff entirely, back to CTR: Med, DMG: Med
- Change set abilities to CTR: Med, ASI: Med, DMG: Med
- With MSI: Med
- Without MSI
- Remove Normal defense entirely
- Increase status weaknesses:
- by 50%
- by 100%
- add stun weakness
Other, unlisted nerf?
Votes
- ██░░░░░░░22%
- █░50%
- ░░0%
- █░50%
- █░░░░░░░░11%
- ░0%
- █100%
- ████░░░░░44%
- ██████░░░67%
- ██░░░░33%
- ████░░66%
- ██░░░░33%
Get voting!
The charge in general :
Needs some slow on it, less for some of them more for others, like the voltedge should have the highest slow seeing how it is the strongest. In order of slow amount to highest slow to lowest it should be : Voltedge, Glacius, and a tie between the combuster and acheron.
I personally feel each one needs a some-what varying charge so they are not just re skins with different status/damage.
Each charge
Voltedge should instead cause some thing similar to that of a pulsar were it fires a large single orb like ground trail that detonates on contact with an enemy or wall causing large knock back and shock. This orb is restricted to the ground of course. It could possibly fire multiple so that it won't need a damage buff and can just have the same damage as the current trail.
Glacius should remain untouched MOSTLY but add a ice mist to the charge's attack so it won't break its own freeze with other explosions or at least have a chance to recover it. This mist will only last for 1.5 seconds or until another charge attack is used with a glacius by the same person. The damage should be reduced slightly on the charge so it will work more like a change then a buff.
The Combuster should have a mix between the Glascius's and Voltedge's charge were it fires a fireball that leaves a flame trail. Detonates on contact with enemy or wall and the flame/mist trail only lasts for .75 second(s?). Possibly not ground restricted. Possibly fires multiple if it is not air born, if it will be air born one should be it so it won't be abused as a gun with rapid fire.
I was not sure for the Acheron, the best I could come up with was either have it fire a gravity orb that deals no damage and simply a crowd control or have it keep the current charge attack. Feel free to elaborate on this one (or any for that matter).
Now its going to happen eventually, someone will make a thread again complaining about not having a stun or poison type of brandish so we might as well make a normal type brandish that causes stun and give the Cutlery sword poison.
The Sonic Boom will be the 5 star normal damage brandish, it fires a large gust of wind as its charge that can cause stun and deals damage over time to any thing caught in the gust of wind. The reason why it doesn't do high damage is because this is meant to be the "safest" of them all, for players who want a good safe sword that can help them in bad situations.
The damage of each
Needs to become pure. Why? They are used in too many situations because of the normal damage, I have seen more times were someone is using an Acheron in a graveyard then a Venom striker any were. All should be given a pure damage type and lower it slightly so it won't be brokenly strong but restrict what it will be strong against.
Now for the crafting
Lets start with the 2 stars. Make the "brandish" part of the Sonic Boom weapon line as the starting 2 star. Give all other "brandish line" swords their own two star variation. Why? The sword line current format makes it the best rage crafting item because you can make it into two damage types. Restricting what you need to start with in order to get the end sword you are after is a good start IMO. "What about the new players that don't know what they want to make for the brandish line?" They should just start the Sonic boom line then seeing how normal damage is the best all around damage type so it would be good for new players to start with that instead.
A slight side note(s)
Please start handing out the recipes to the Sonic boom crafting line for missions instead of the combuster line if it gets added.