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Do you guys think the cutter series needs a mechanical Buff? (confirmed; yes it does)*(Mods, Take Notes)*

24 replies [Last post]
Mon, 09/26/2011 - 19:19
Agrimony's picture
Agrimony

I feel that the cutter series is most definitely one of the most lackluster series in non-dps situations. The sole reason for this, I feel, is because of the split damage. It was a unique idea and kudos to the dev who thought of it, but honestly it ends up gimping the weapon whenever you're NOT facing an immobile and unmovable target.

My swings simply knock the monster out of the way and the ghost-swipe NEVER connects unless I'm literally RIGHT next to the monster. I feel that the devs should simply either increase the range of the ghost swipe, or TAKE AWAY the halved damage and add on the ghost swipe damage to the regular swipes.

What do you think? Would this be over-buffing? Should the series even receive a buff at all?

Mon, 09/26/2011 - 19:27
#1
Goldmaker's picture
Goldmaker
"increase the range of the

"increase the range of the ghost swipe" YES !
"TAKE AWAY the halved damage and add on the ghost swipe damage to the regular swipes. " Heck no.

Mon, 09/26/2011 - 21:48
#2
Culture's picture
Culture
Sure...

I think that would be fine. Even against a cornered opponent currently you aren't doing an inordinate amount of damage, so doing that regularly would be nice.

Mon, 09/26/2011 - 23:26
#3
Speetz's picture
Speetz
Changing the charge attack so

Changing the charge attack so you are walking while it is performed or can walk while it is would be AMAZING! But, maybe some problems would arise, maybe just move every few swings or something. I'd use my Hunting Blade a LOT more. The charge is what bothers me most as I can get whatever single enemy where I want them before destroying them with it.

Tue, 09/27/2011 - 11:41
#4
Agrimony's picture
Agrimony
I don't even care about the

I don't even care about the charge; the true problem lies in its split damage. The charge is horrifically bad, but it's also unnecessary to use: in the end you get MORE DPS by NOT using the charge. You are, however, FORCED to use the ghost swipes, and it severely gimps damage to movable targets, AKA most of (emphasis on MOST) the clockworks (unless of course you're target is pinned to a wall).

Tue, 09/27/2011 - 12:40
#5
Trying's picture
Trying
The cutter series barely has

The cutter series barely has any knockback I dont see how you knock monsters out of the range of your ghost swipe.

Tue, 09/27/2011 - 13:29
#6
Culture's picture
Culture
Hmm

It is really easy actually. The cutters do have just a slight knockback. Even so, for most enemies that amount is slightly more than the very short range of the ghost swipe.

For the knockback to not push them out of range of the ghost swipe you have to be touching the opponent. Even then, it still regularly misses depending on the attack angle or how many swipes you are into the combo.

And, just to add to the ridiculousness of this weapon series... the Wild Hunting Blade's phantasmal wolver bite causes T3 Wolvers to teleport... Making the bonus useful for what? Chromalisks? lolz.

Tue, 09/27/2011 - 14:00
#7
Xeirla's picture
Xeirla
I have a... Wild Hunting

I have a...
Wild Hunting Blade UV DMG vs Construct VH and CTR Med.(i use the charge quite well)
so im fine with my DPS :D

@Goldmaker
I agree

Either way even without the bonuses I use it regularly and get quite good DPS
Also yeah it makes the Wolves teleport, but they end up either 1. behind you or 2. right next to you. Wheres the problem?

Wed, 09/28/2011 - 13:47
#8
Agrimony's picture
Agrimony
A quick bump to bring it to

A quick bump to bring it to new eyes. I feel that a buff is truly something that the devs should implement.

Wed, 09/28/2011 - 14:26
#9
Culture's picture
Culture
When fighting wolvers, I

When fighting wolvers, I kinda prefer them to not teleport even if their eventual position is predictable. If they teleport then intended swipe likely missed, lowering my DPS. Even worse, if they were in the middle of an attack then the teleported wolver can bite while I'm recovering from the miss. The flourish series doesn't have this issue, you can finish a full combo against a wolver and it won't jump around, it'll just fall flat and die shortly thereafter.

I'm not entirely sure, but I don't think the DVS has this same issue. At least it seems they teleport less frequently. Would need to test more to be sure.

Wed, 09/28/2011 - 18:24
#10
Espeonage's picture
Espeonage
I had never noticed evasive

I had never noticed evasive reaction from Wolvers during my extensive time with the Vile Striker line; given this, I'd possibly consider that the ghost-Wolvers behave as (ouch) projectiles.

Wed, 09/28/2011 - 18:34
#11
Agrimony's picture
Agrimony
I must say, vile striker does

I must say, vile striker does have its niche, and it lives up to its DPS name. I just soloed JK for the first time, 4th run overall, and gained the silver survivor achievement as a result. I could not have done it without the vile striker. That said, its mobbing abilities still are severely gimped, and I would assume even more-so in tier 3...

Again, mathematically it seems that the cutter series will still be matched if not STILL under the usefulness of slower swords when mobbing specifically if the cutter receives a ghost swipe mechanical revamp; remember, when mobbing you are only able to swipe from 1-2 times (3 or 4 if you are targeting a straggler mob).

Wed, 09/28/2011 - 22:37
#12
Rommil's picture
Rommil
a bit illogical, buuuuut

since neither the DVS nor the WHB are really worth using (both are cool, but inferior to soo many other weapons) it'd be pretty cool if the weapon was somehow both. Like for say, if the charge (since the charge attack is simply useless) switched it back and forth from DVS to WHB. Again, i realize this is rather not inline with how the game works, but it'd still be pretty nifty. And it would earn the weapon a place in my arsenal for sure.

Thu, 09/29/2011 - 00:05
#13
Arctic-Fern's picture
Arctic-Fern
Ghost Slash

Does it count as a projectile and make stuff dodge? And no, not the phantom wolvers...

I hardly hit with them "extra hits" which is why I just dropped the cutter when it was 2*... for a fix, instead of increasing its range, it probably should appear in front of my character after a swing, or appear much faster, so cutter line would surely cause extra damage.

Thu, 09/29/2011 - 06:55
#14
Agrimony's picture
Agrimony
@Rommil obviously you don't

@Rommil obviously you don't understand the problem we're addressing...

@Arctic-Fern a mechanical buff would be precisely that. Anything changed about the second swipe's mechanics or function to guarantee the damage is enacted.

Thu, 09/29/2011 - 09:05
#15
Rommil's picture
Rommil
i clearly understand it agrimony

And i agree. Sorry i was just dreaming aloud. But i agree with the issues you've listed. The DVS was my first weapon ever to make!! and i loved it for a cup of coffee (and it was good for my initila jelly king runs). But anymore, i haven't used it in the last 500 hours of playtime. I'm just waiting to unbind and sell, b/c its simply not worth using vs my:
blitz needle
volt driver
Divine Avenger
Acheron
Combuster
Sun Shards
Nitronome
i'm forgetting a bunch.
but basically. every other weapon on the game (aside from a few trash bombs).

It needs a buff. The ghost swipe should have extended range. good suggestion. (or perhaps the ghost swipes could occur to your left and right to add some protection to the knight who goes sweeping into enemies.)

Fri, 09/30/2011 - 08:53
#16
Bakones's picture
Bakones
this needs to happen

i too would really like it if the cutter series got a buff. Either having the ghost blade move faster or have a longer range (possibly both :D) would a good idea. Right now though those swords just aren't a viable option for either t3 or pvp. I also would like a usable charge attack for them but if the normal hits were the only thing that got changed that would be fine. maybe the charge attack could create a extra ghost blades/wolvers that lasts for 5 attacks or 5 seconds.

Fri, 09/30/2011 - 11:32
#17
Halifix
The ghost swing has horrible

The ghost swing has horrible range. It can't even hit the Roarmulus Twins. I'd be happy if they removed the dodge proc on it, and increased the range a bit.

Sun, 10/02/2011 - 15:20
#18
Agrimony's picture
Agrimony
Quick bump to the first page.

Quick bump to the first page. I didn't make the thread just to reassure myself of it's underpowered capabilities. It SHOULD receive a buff, and I feel a mod should recognize its existence as well as the state of other item balance problems.

Mods, forward this to the devs, please. Also tell us if, as a development team, you're currently addressing item balance in general. Any publicly admitable information would be thanked greatly.

Sun, 10/02/2011 - 16:14
#19
Deruku's picture
Deruku
Awesome

I'm all in to see a change on these line of swords, considering the Wild Hunting Blade is actually my favorite sword of them all. Sadly, it's form of attack is insanely berserk and dangerous. The only way to really make this weapon shine is to make the ghost effect a more viable asset on tier 3. It doesn't really need to be something that should be removed, but something you can be sure it'll land a hit. Projectile would maybe cause it to be winmillion-fied against certain mobs but it's something different.

Mon, 10/03/2011 - 15:43
#20
Varja's picture
Varja
my ideas

- the ghost swings need to have a longer range (like mentioned above)
-the normal swings should NOT make the knight lunge that far (this is one of the major issues in T3)
-new line (maybe a ice line)
-charge attack:
multiple swings (like before) but with short lunges towards the enemy. the last swing is a farther lunge followed by a wide swing.

Tue, 10/04/2011 - 13:41
#21
Malhaku's picture
Malhaku
Charge Attack

I have a vile striker. I enjoy using it, but I'll be honest that I've relegated it to purely T2 & T1 use. It's just too impractical for T3.

That aside, I almost never use the charge attack. I would enjoy my striker much more if the charge attack were... usable. My suggestion for fixing this would be either one of two things (both would be fantastic, but I'm not greedy.)

1 - Be able to move during the quick swirly strikes... Keep the lunge, but the ability to move around while doing a blade flurry would be fun and functional.
2 - Make the Charge attack break-able... It's soooooo long to commit to. Being able to interrupt it with a shield break, again, fun and functional.

Wed, 10/05/2011 - 08:42
#22
Gibberishsdf
Idea:

I'd suggest making a third 5* variant of the cutter for those of us who want more useful ghost strikes.

For example,
make the ghost strike have a longer and wider attack, but does not deal any knockback. Instead, the ghost strike interrupts attacks / knocks down enemies.

That way, the cutter will be useful for getting out of mobs, even though it still deals very little damage.

By the way, I totally agree that the charge attack should have the ability to be shield canceled.

Fri, 10/07/2011 - 15:04
#23
Agrimony's picture
Agrimony
Moved to suggestions.

Moved to suggestions. Obviously the cutter series is confirmed underpowered for reasons concerning the ghost swipe. The suggestion is to fix this mechanic. The cutter is outclassed in burst damage and, with ample suspicion, outclassed in MANY if not MOST DPS situations.

I DO like how this patch made it much more useful in PvP, but I'm talking about PvE strictly, again.

Sat, 10/08/2011 - 16:07
#24
Agrimony's picture
Agrimony
Another bump. Please balance

Another bump. Please balance the game. If you are in the middle of balance development let the community know.

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