Lol this title is the epitome of sensationalism. Instead of making blunderbuss look over tuned, it just make melee players seem unable to adapt to change.
Please give melee players more credit, they are just as resilient as other players who have, for the past 5 months, tolerated the unpleasant hatchet/greatsword meta and chain cc burst meta
I agree that the blunder is was overlooked in the recent patch, but letâs not insult melee players, they get a hard enough time from the comunite already
We tend to agree that with all the other changes introduced in the PTR and how the Blunderbuss was untouched, it was a bit too strong in some aspects. Because of that we are going to make some changes before the S1 launch:
⢠Fixing a bug on claw shot cancel windows that was allowing some combos we didnât want
⢠Reducing the stamina damage on ASB
⢠Reducing damage of consecutive pellets for ASB
Weâll also be keeping an eye on the Blunderbuss after release, and make sure these changes are sufficient.
If you are being one shot by bb in heavy, your build is not good. I play melee and BB, have BiS, etc.
BB is still overtuned i agree, but being one shot in heavy likely means no resilient pieces and low con. And at that point most things can one shot/instant burst you.
Ele aversion will greatly effect shrapnel blast as that is counted as ranged fire dmg. Meta shift to ele aversion will have a negative effect on BB burst potential, but in a positive way imo
The changes are good, the question is by how much. You must understand that the weapon has a hit scan i.e. for such an advantage, it should not have much damage, now 6 bullets i.e. standard attacks do 23x6 = 132% damage, you need at least 100%. Also pay attention to the combination Attack + Blast. It is too powerful and should be disabled or reduced in damage. Remove the animation skip or make a distinct balst animation. Now the blast simply does not have it, so it is impossible to predict it, only to guess when grenades are thrown under you. The game should not be based on the âguessâ system, so I suggest making the animation like any other button in the game.
A short ranged attack with 100% dmg and a reload animation lol. Might as well just play firestaff for light attacks that do 100% with a 10% burn for 6 seconds.
HIT SCANNNNNNN!!! the fire staff does not have it and you see the animation of the projectile flight and you can dodge against the blunderbuss this is âGUESS WHEN I SHOTâ.
firestaff auto projectile speed from from 10m is fast enough, and for 160% total weapon dmg and no reload, iâll take a couple more frames for that dmg.
So does yours. The fact that you canât understand that weapons vastly outperforming others to the point where you need to slot dmg absorption gems is beyond me. It shouldnât be required for a light user to need 5 emeralds and a thrust protection amulet to mitigate dmg from just 2 weapons.
you need to add windup or delay window for bb auto+skill cancel, so that BB can no long do 3atuo and 3 ability in less than 1 second,
something like :auto+split grande+auto+claw+auto+sharpener in 1 second is not suppose to be in this game.
but after nerfing the animation cancel of claw shot, it would be pretty much useless. so you need to buff it more to be a viable utility tool, such as give empower on hit (remove the distance requirement), give ammo even if animation cancled, pull player up to 15m away even if it hit ground or object, and stun the target instead of root for 1s.
move the extended chamber perk to the left tree and make it give 1 additional ammo after every ability use.
And instead of just nerf the aztho sharpen skill dmg, you should make it to spread less so it can be used as a close to mid range attack instead of face-to-face burst as of now.
RIght now, u can do 5k dmg to light armor on his face, but prob only 500 dmg to him at 5m since the spread is way way too much.
It would be better if you nerf the dmg abit but narrow the spread alot so it can do 4k dmg on face and 3k dmg at 15m as well and make it hit all target on th path like bow penetrating shot.
After doing that, you also need to make blast shot and mortar animation faster.
Blast shot was nerfed last year as an attemp to fix the one shot combo of sns/bb, please reverse the animation cancel delay, otherwise this skill is totally useless as it is slow and super clunky now.
also mortar skill start up loading animation is too long to be really viable in real pvp situation, and most important is to allow player to keep using mortar after a dodge.
right now a dodge or even a slip on stair, or drop off from high ground will force you to cancel the mortar ability and put it in CD even if u still have mortar rounds left.
mortar ability can be cancled by aimdown, or using abilitys, or swap weapon, that should be more than enough.
actually a better one would be rework the right side skill tree ultimate to make mortar to be standard aimdown sight attack (similar to turn hatchet Right mouse block into throwing hatchet)
After making these changes, BB leftside skill tree will be a get-in and out close range combat shot gun play style, while the rightside skill tree will be a mid range-back line AOE bombarding play style.
untouched? You nuked the survivability. Might as well let it hit hard. lmao âuntouchedâ I am weak. Once again looking at things 1 dimensional and not the overall picture. cmon ags critical thinking skills please
Claw shot is fair game, but you do realized BB was massively touched and nerfed by the fortify changes? Our damage output was sub-par at best, and we were basically there for an extra disease. Now we have to lower our damage to carry more con in order to be survivable. IG/BB will no longer be considered a viable war combo because an IG/VG can do more damage and brings similar debuffs. IG/FS will do more damage overall. So now both BB and Musket are basically going to be meme weapons.
Itâs a close range weapon which puts us in harms way, but while others have protection against our attacks with aversions, we have no protections against melee who are going to wreck us.