Hello,
It’s been a long time since Absolutely Dumb ideas about nerfing weapons to the ground, 2-3 years and still there is nothing to Fix those problems. Vt2 is Coop game against Textures with few animations(enemies) , that are constantly run after the players. We can not call the enemies as AI here. And this is very strange ideas about nerfing stuff to the ground in coop game. There Must not be nefrs , only Proper Adequate reworks should be!
In my opinion , Everything in the Coop game against Textures with few animations MUST be Interesting to play and Valuable to play, every weapon and every talent Must have their places!
1
Shade’s Volley Crossbow :
This weapon was valuable to play before the rework of Shade(2-3 years ago), because there were Guaranteed Crits from the invisibility for Melee Attacks and for Ranged Attacks too, this gave the opportunity to restore Ammo for Shade’s Volley Crossbow effectively using Perk of restoring ammo on crits , because this weapon “eats” the Ammo very fast and each bolt have not so big damage, Crits are the main thing here.
So, there is only one required thing to make this weapon Valuable and Interesting to play again - Make all Ranged Attacks for Shade career from the invisibility Critical, just like it was before, All Melee and Ranged attacks from invisibility are Crits
2
Moonfire Bow :
After the big nerf 2-3 years ago Moonfire Bow became Total Trash, this is the worst ranged weapon now. This is a perfect example of the absolute disregard for the gaming community on the part of developers and decision makers. Weapons that you consider very powerful should have a Proper and Adequate rework to make a new place for this weapon, but not destroy the interest of gameplay by nerfing something to the ground.
Right now Moonfire Bow performs the same functions as Regular Longbow , but Much Much weaker. It’s not worth to use Moonfire Bow now instead of Longbow or Hagbane Bow. Moonfire Bow has no place in the game right now in current state, it Requires Proper and Adequate Rework and Improvements, to make a different role for this weapon, to make Interesting and valuable to play with it!
Few videos to compare and to see the Necessity of rework for Moonfire Bow :
1 - Longbow vs Monsters
2 - Moonfire Bow vs Monsters
3 - Moonfire Bow “+20%Damage vs Skaven” FullCharged Headshot!!! , good example of rework/improvements Necessity
So , my advises for the developers as the player from the release of vt2 for the balance and gameplay updates :
There Must not be dumb nerfs or stupid balance decisions for the Coop game against textures with few animations , you only destroy the interest of gameplay ;
Test everything new , that you want to add in the game or change in balance Before the release. Yes , its the Big problem of almost all nowadays developers ;
Listen for an adequate opinion of players community , there is not so much players left in vt2, you lost much by stupid decisions , bugs for the years and etc. For example, 2-3 years without anything to Fix the dumb nerfs for Moonfire Bow Moonfire Bow after Patch 4.6 , suggestion for this weapon
Think with your own head before doing something, you making project for players, for community. And by destroying the interest of gameplay in Coop game vs Textures with few animations, You lose players and attention for your project.
Wow, what a way to completely sink your own feedback by presenting it in the most alienating, hostile way possible. Impressive. First two paragraphs immediately destroyed any interest in reading the rest of this, and, amazingly, it doesn’t get any better from there.
I always find it fascinating when people claim that FS disregarded their community when it appeared the decision was made after thousands of posts detailing how Moonfire was Massively overpowered. Even the most rabid fans of Moonfire admitted it made everything else obsolete.
In actuality FS took a long and measured approach to the balance and made adjustments in line with the communities feedback. People who are far more entrenched in their understanding of the hard-stats and code made impassioned and well reasoned posts that convinced FS to make the adjustments.
TLDR; FS listened to the overwhelming feedback from the community and nerfed the MF bow in line with that.
Also; drop down a difficulty if you want to power-rush through levels against textures.
I was skeptical about the moonfire bow nerf, but it works.
It’s still more damage than a longbow on a charged shot with DOT (if I’m not mistaken) and it’s unlimited shots, which means it’s a good weapon to use with powerful non-ammo traits like Hunter, and Barrage. That translates to a fairly reliable power bonus.
I still think it’d be a neat touch to have one overcharged shot to use the whole charge bar for decent AOE, DOT, and stagger with a couple seconds couple seconds cool down. Not yet enough to substitute for Hagbane, but enough to be useful againt a thick group of elites and/or hordes.
Also, I miss the blue AOE smoke puffs.
I’m more concerned about the talent trees. On elf specifically, Waystalker’s ricochet is somewhat useless. So is movement speed on elite kill. Shades movement speed ult is kinda crappy. Like Ranger Vet and Zealots level 10 meager 5% passive bonus to attack speed and power respectively, Handmaiden also has a weak +5% crit chance.
I think most of the weapons in this game are fairly balanced at this point. If anything, some are just a little bland with repetitive movements like Great sword on Kruber/Saltz. Greathammer and X-Sword I also get bored with quick. Handgun doesn’t have much dynamics, it’s also now less headshot damage and still slower on the reload than X-Bow.
The only weapons I feel stand out as needing a significant rework for balance purposes are the Griffin Foot pistols (OP) Mace+Sword (OP) and the repeater pistol is weak outside of one super niche BH build to exploit no ammo consumption on the 8 shot crit.
I’ve been playing modded more often now. Playing C3 DWONS on the modded server where Aqshy still plays I’m more likely to find a match than in regular unmodded Cata and even Legend.
I think the game is close to it’s sunset phase. Might be a bit late for significant changes.
This would be super cool. And yes for the smoke puffs!
My main gripe with the current Moonfire bow is… it’s just boring as hell. Gets the job done? Sure. Fun to use? Just meh.
I might feel different if I didn’t get it every single f*** time I use the random weapon shrine in CW
Something I’ve been trying to find out, do movement speed buffs affect your movement while attacking? I’m pretty sure they don’t affect dodging, and it seems like not attacking either. If they did, it might make those talents more useful (that is, if the movement penalty of attacking was lowered when active)
i was surprised they have worked on a very nice effect, which was very beautiful by the way
for then removing it later, and making the weapon a bit flat.
the biggest complain of AOE, despite the dmg it had, was also mostly because of the big FF due to the damage it had.
I think the best way was to keep the aoe still when charging, and reducing the friendly fire damage and reducing the fire dot. and tweaking a bit the ammo consumption.
essentially i think they could nerf it but keeping the AOE effect in some ways.
Insert Greatsword here… Amazing in high density high difficulty modes, but… er… left heavy swing, right heavy swing.
Moonfire would be cool with the One shot High AOE damage thing, or maybe a high spam stacking DOT, meaning you have to choose to DOT spam a high treat rather than fire-and-forget and hope it dies.