-Charge attack explode's behind you much like the Jelly king (Sealed/Antigua Line) charge weapons.
-Knockback on average hits has been lowered, the only reason it was used.
-Charge attack visuals are lies.
-Charge attack knockback lowered I believe.
Valiance confirmed for nerfed.
Pre patch it was a great self defense sidearm, consistent half square knockback came in real handy for bombers.
Curve knockback is still about the same.
EDIT: Bloody tablet autocorrection...I meant charge.
Knockback lowered? Really? Aww.....definitely outshined by polaris if that's the case
Curve knockback? what's that?
This really seems to be a very odd change for Valiance.
When I first read the patch notes, I sincerely thought that the "minor knock-back added" to Valiance meant that it's knockback was being bumped up a notch.
I didn't expect that they would take away the useful knockback of Valiance and replace it with a watered-down effect.
Have the devs confirmed in any way that this is actually the intended change for this piece of equipment? It's a shame to have to put down such a useful Normal damage sidearm.
Side topic: I think the devs should get a handle on what's causing the charge attacks of some weapons spawning behind the character thus rendering the charges useless in tight situations.
Well, Valiance's knockback has been outclassed by the polaris line for a while.
Even with all the talk about its knockback being nerfed, its current knockback can still keep some monsters from getting in your face. In FSC, doing the 2shot-pause, you can keep a single zombie from moving towards you (in fact, it still moves it away from you), not too far away from the old Valiance. You just don't push monsters to the extent that you have to chase them.
I'm fine with it. Its damage going up AND bullets going faster is good enough for me. It's more of a 1v1 gun anyway. If you need the final GET AWAY FROM ME push, that's what the charge is for.
The main worry would probably be for PVP, but the faster bullets mean better accuracy, so idk.
I really hope this is a bug.
i was thinking of making a Valiance because i saw one of my friends using it and it's knock back was great.
Sure, you can say Trollaris/Trollnova can knock things back, but the bullets are slow and not as predictable as the Valiance.
But that doesn't make Valiance better than the Trollaris/Trollnova, because they can make huge walls of energy that can be very hard to get around.
They were both good.
Now I think Valiance is going to be outclassed :c
I mean, come on.
No one was saying Valiance was OP, why the change?
It's probably to make it more in line with the rest of the current blaster line.
From what I gather, the 2* and on all have the current version of the knockback and charge attack.
Its neutral-enemy DPS is still respectable in comparison though.
The one thing I'm still trying to get used to is the charge attack. It IS wide, despite what some reports say (try facing pure north in the training hall and hitting boxes). It might have a radius from the center of 1-2 blocks (so about 2.5-3 blocks), but the problem I'm having is that it tends to trigger on the front enemies, so the explosion just tends to hit just that front enemy instead of everything else lol.
I'll leave this here as a reminder
http://forums.spiralknights.com/en/node/53402#comment-371753
Well that's good to hear.
It'll probably be a little bit until that patch, but hopefully it'll come with the Iron Slug update, haha.
Who uses Valiance anyway? I doubt anybody will care that much.