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Make weapons more intiutive

4 Réponses [Dernière contribution]
jeu, 05/21/2026 - 23:36
Portrait de Fleefy
Fleefy

Hello!

One of my pet peeves about this game is how unintuitive some weapon lines are in their combos.

Exhibit A) War-master Rocket hammer

For the 2nd attack of the combo (dash), it doesn't apply the hit at the end of the dash, only a small window at the start, making the weapon very unsatisfying to use. Given how the first hit knocks back enemies, it makes the main damage combo of the war-hammer hard to land unless you push the enemy up to a wall. A simple fix is increasing the window in which the 2nd hit can land during the strafe, allowing people to actually properly combo enemies without having to rely on ways to prevent the knockback from sabotaging itself.

The same can be said for the charge attack, as it often sabotages it's second swing with the initial swing. A easy fix would be decreasing the knockback of the first swing in this case, or having enemies being single-directionally pushed with the hammer instead of being absolutely scattered.

Exhibit B)

Catalyzers.

It is a often talked about weapon for being one of the worst weapon lines. This is not due to damage, but rather how one is supposed to apply said damage. Applying tags with the weapons are intuitive because it is now tied with the normal attack, however actually detonating them remains problematic. Hitting a slow moving & mediocre charged shot undermines the weapon nearly as much as the old version relying on it's explosive gimmick to be tied to spamming multiple charged shots to take effect. This is because the time taken to achieve any effect on monsters is far too clunky compared to simply landing attacks.

Instead I suggest allowing all shots to tag enemies with the orbs, and instead having the detonation be based on how many hits the enemy has taken after the initial tag. This would also solve party play, where the weapon becomes borderline unusable.

Exhibit C)

Torto-guns

Another often talked about weapon for being a unworthy weapon line are torto-guns. One of the biggest issues is that they intentionally target around enemies, making their use feel very much like you are actively fighting against the A.I of the gun. Instead I propose it just lands in a fixed area in-front of the player removing this mechanic entirely. One of the most important aspect of a weapon is that the user can control how a weapon interacts with a monster, so linking it's main appeal to a targeting mechanic that is out of player control fundamentally makes the weapon feel very unappealing to use.

Exhibit D)

Shard bombs.

Shard bombs are inconsistent across the board. You can blame the knockback, given how the shocking salt bomb turns out to be the better of the bunch, you can blame it terrible hitboxes and shard spawns, you can blame it on terrible AOE despite being a bomb.
It just needs to excel at something, but it just doesn't and instead actively sabotages itself as well.
More deserving of a complete re-work, given the sheer amount of shard bombs in this weapon line.

Well that covers the most obvious of the bunch, thanks for reading!

Exhibit E)

Flourishes

The normal attacks of flourishes are simple, swift, and single.
Most flourishes have a charge attack however that is clunky, in which you end up swinging wildly after taking a step forward.
This doesn't synergize or really follow the gameplan people actually use flourishes for and so ends up getting ignored unlike most other charge attacks.
My suggestion is to simplify the charge attack to a single deadly thrust, exemplifying the purpose of the flourish to pierce.
Barbarous thorn blade follows this direction, but it is the odd one out in the many flourish lines in the game.

Exhibit F)

Alchemers. Or perhaps just most guns.

The issue lies in that standard use for them involves weapon switching. I feel like this is a mechanic that should either be more intentionally baked into the game for these types of weapons, as having to rebind and weapon cancel/switch to make best use of a weapon line is very counter-intuitive design wise. Perhaps a mechanic in which you "Lock on" on a enemy with a gun decreasing reload speed in hitting the same enemy in rapid succession would be a improvement in the game environment, but as it stands the best use for these guns is the utilizing the weapon switch mechanic. I say utilizing, and not abusing given that I believe this technique much more of a positive than a negative despite being clunky.

ven, 05/22/2026 - 13:24
#1
Portrait de Draycos
Draycos
Hammer

Setting aside its thankfully unfixed property of being able to move teammates (where being able to voluntarily teleport to your party members if they're waiting for you should be a thing accessible to us without having to die to do it, and a much healthier answer to people getting left behind AFK than kicking them or forcibly moving them), the charge attack is pretty bad without the support of a vortex bomb. Being able to aim after the first swing and optionally attack to continue into the second charged hit would make it way more useful.

The 2nd normal swing's hitbox being so tight is part of the charm of the weapon imo; contrasted with the high reach and knockback of its first swing, it has outstanding damage and is a big reward for cornering enemies, dead-angling them with the edges of the first swing and charge-offsetting your movement to get in range, or straight-up intentionally missing the first hit for the same reasons. If it were to get a range extension, I'd hope two of the hits would stay close-range as a sweetspot and only the third would be moved forward a bit. It's a beautifully choreographed combo overall; with the critical distance and super armor on the dash, whoever was in charge of making it knew exactly what they wanted out of it with how well those properties flow. Jury's out on whether they knew about things like shield-cancelling 1-1-3 combos or charge offsets, but those work excellently as well...

One of the other weird quirks of it is the hitboxes for the dash come out faster with higher ASI, but the movement is unchanged. Boosted ASI has a tighter window, lower ASI has a wider window... It also influences how much time you have to move while charging between the first and second swings. Both subtle differences, but if you were playing with cranked ASI you might want to pare it back until it feels right?

mer, 06/03/2026 - 08:41
#2
Portrait de Dahall
Dahall
Noooooooooooooooooooooo

Do not touch my hammer.

The hammer is perfectly fine aside from the horrible Charge attack.

If you want to utilize the dash attack effectively, learn attack delay technique (in short, click attack and keep the key held. Release the key within a certain delay to execute the second attack - you can move short distances while the attack key hasn't been released, if you time it wrong, releasing the attack key will execute the first attack again, the delay potential depends on your attack speed I believe. Another note is that the third attack should be avoided in high chaos fights as it leaves you vulnerable for a long time.

mer, 06/03/2026 - 10:30
#3
Portrait de Draycos
Draycos
Charge offsets / attack delay

Yes, the window you have to continue a combo you're holding and releasing the attack button to perform is directly related to your attack speed. Specifically, you have until your previous attack would normally return to neutral and allow you to move without having shield-cancelled or interrupted it in any similar way.

This is easiest to observe with the Spur line of weapons who have startup on their swings equivalent to standard swords, but have comparatively long endlag.

jeu, 06/11/2026 - 13:26
#4
Portrait de Momma-Mollusk
Momma-Mollusk
Some Thoughts

On A, the hammer's merit lies in the ability to reposition during a heavy melee combo. I would argue that, considering all other weapons in its melee class have a static 2-hit combo, hammer is actually ahead of the curve in terms of its melee counterparts, despite the lack of damage on follow-through.

On B, Catalyzers definitely need adjustment to the detonation. The projectile is slow and in a crowded fight, only really possible to execute at point-blank (watch out for that windup on the charge attack!). I think if the charge attack could just flash a short-to-medium-length cone in front of you to catalyze, that would make it snappier, moderately safer, and still having a similar effective range for about the same amount of risk. Distant targets would be inaccessible, though, which is probably mostly an issue for turrets across gaps. I would even settle for a faster charge projectile, just so that it might meet it's target. The weapon will probably always have problems in a full squad and in crowded fights. It's probably my favorite gun concept in spite of all this.

On D,
Shard bombs need some love. The secondary explosions getting culled by nearby obstacles is a big problem, and it makes their utility as bombs greatly diminished. I'm so frustrated by it that I'm actually considering doing a case study. If the shards were placed right up next to the obstructing obstacle instead of deleted, suddenly shard bombs would be excellent in tight spaces and corridors, making them a more unique selection for bombing in a weapon ecosystem that primarily has vaporizers, blast bombs, and vortexes. There's no place for a bomb that doesn't blow up.

On E, Flourishes need love. Presently they rely pretty heavily on combo cancelling to be effective. The follow though on the second hit seldom hits anything, and getting to the third hit in the combo without some serious ASI is risky. I would ask the devs to consider more generous hit detection for this line. The charge attack is a swift commitment to the 3-hit combo, in essence. It's risky and liable to miss a good bit of the combo. I'm not sure a single huge lunge is the right solution, and that would kinda flatten the weapon class into basically just the Barb line. Foils are dueling weapons, I think maybe instead of doing incredible damage, a charge attack from a prepared knight should be the setup for the basic attack. Imagine if it could trip or stagger enemies without serious knockback, making it invaluable for interrupting incoming attacks and making room for the basic attack to lead into. I think there's a lot of ways you could spin it into a more practical weapon with a unique identity. I want to believe in the Flourish.

On F, I worry for Alchemers. I think their output is kinda being eclipsed by autoguns as the latter became less specialized and more diverse in its damage types since launch. Alchemers are fun and have good trick-shot potential, occasionally marred by the odd netcode. They're still pretty safe to use since they don't glue you to the ground, and seem on similar footing as Blasters. Combo cancelling is an interesting opportunity for Alchs but maybe not the most engaging. Really hard problem to solve for without giving up the spirit and curious behaviour of the gun. They're still perfectly serviceable weapons in the realm of guns, but maybe need a tweak.

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