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Gloomerang use cases brainstorm


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What are some use cases of the gloomerang uve found so far? 
 

On max its just borderline broken thanks to shadow prison keeping things rooted indefinitely + duelists dps. Hold f simulator. 

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tier3 CC is completely helpless against it as any survivor. Doesnt move at all, gloom range keeps u out of snare range and ive always found long distance lasers to be the easiest to dodge. 

Same prob applies to Antlion but i didnt test it. 

its also really good versus mutant Deerclops. U can just run around holding F without ever needing to burn it to stun. 
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Its pretty fun as shadow Willow. Lets u do an all ranged playstyle combined with the shadow fire spell. Bernie more or less holds enemy/boss aggro so u can keep ur distance and shoot glooms. 

This last aspect applies to all minion survivors i bet. Perhaps really useful on Webber too since a big spider mob can make it annoying to move around close to the enemy. 
 

also fun as Wickerbottom with Overcoming Arachnophobia. 

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if u want to get more “cheesey” there are probably a lot of strats u could do with docks and land edge stuff. 


Its a fun weapon in most cases but in other cases where the enemy can be kept completely stationary or is just naturally that way it feels really dumb..

a ranged weapon with high damage no ammo and cheap to repair :spidercowers:

It's the perfect weapon for ruins. 

Since you are far away from bishops, you can easily deal around 50 damage per attack and dodge their projectile with a walking cane.

Not only that, but it also stops rooks from charging, which not only makes it easier to deal with them, it is also useful to make them break stuff in ruins.

Just now, chirsg said:

That was already established with brightshade staff and howlitzer.

Howitzer requires you to go out of your way to mass farm for hounds teeth, its much more time efficient to craft repair kits

Brightshade staff has terrible single target damage it might as well be a ranged punch.

1 minute ago, Gashzer said:

Howitzer requires you to go out of your way to mass farm for hounds teeth, its much more time efficient to craft repair kits

 

You're saying is that gloomerang is more powerful than the howlitzer, despite being a basic plint craft. Nah, I doubt it. Klei is flawless at balancing and would never make a lapse in judgement like this

1 minute ago, chirsg said:

You're saying is that gloomerang is more powerful than the howlitzer, despite being a basic plint craft. Nah, I doubt it. Klei is flawless at balancing and would never make a lapse in judgement like this

Ancient fuelweaver is harder to kill than CC so all shadow rift crafts should be more powerful in general

11 minutes ago, Gashzer said:

Howitzer requires you to go out of your way to mass farm for hounds teeth, its much more time efficient to craft repair kits

Brightshade staff has terrible single target damage it might as well be a ranged punch.

Scorched earth. For the power the gloomerang has, it should be harder to craft than to simply be an object that invalidates a final boss and does misc pest control by virtue of more or less cheesing it with impunity. 

16 minutes ago, Gashzer said:

Ancient fuelweaver is harder to kill than CC so all shadow rift crafts should be more powerful in general

Howlitzer isnt only gated behind CC though, u need a spark arc from zombosses. 

gloomerang is just pure horror and dark tatters. 
 

It should be way more expensive in my opinion or weaker somehow. An ammoless ranged weapon that deals good damage and is cheap to repair is crazy. 

Howlitzer is much more fair and balanced i think. 

Theyre gonna have to give walter ammoless alignment skill slingshots that r even more powerful than the gloomerang otherwise whats the point of his character. 

Ok so, as a Walter main myself, I have a meme strat I always do for the slingshot. Its not some hyperefficient-high dps tryhard **** or something like that (although I would say it does some nice damage), but its fun to use and watch in action lol.

Celestial Crown + Pudgy beefalo (yes I know, I know) + cursed round. Gestalts are really easy to keep basically because of the pudgy + cc sanity aura, and you stunlock most mobs (even some bosses) because of the gestalts + player attack animation. And well, in cursed rounds case since the target is getting stunlocked they do more damage.

In Gloomerang's case, I guess you could go for pudgy + cc crown + gloomerang, gestalts should help you on keeping the target more stationary while the gloomerang does the highest range of its dps

Does gloomerang pierce multiple mobs? 

FWIW I hate the idea to optimally use the weapon you should rotate two of them and spam it. This is the biggest thing that needs changing 

To each their own id prefer it balanced around you only using one of them. 

Significantly increase the damage, maybe make it pierce and able to hit twice (ie outgoing and on its way back), and significantly decrease the frequency you can throw them (aka make the DPS similar but make it less tedious to use) 

I think it looks fun and interesting and all that 

But I hate hate hate the nonsense of spamming and rotating 2 out 

27 minutes ago, Kwaik said:

Does gloomerang pierce multiple mobs? 

 

No. 1 target, 150 uses. Would be cool if the rang had hitboxes on the return, but it's already so powerful and it's fair against moving mobs since damage scales with distance. That's a fair trade. But with how actually broken it is against stationary mobs, it's between impossible to fix and neutering it too hard for it to be fun to use.

The boomerang doesn't deserve to be a base plinth craft. At minimum it should have an additional component. 

41 minutes ago, Kwaik said:

Does gloomerang pierce multiple mobs? 

FWIW I hate the idea to optimally use the weapon you should rotate two of them and spam it. This is the biggest thing that needs changing 

To each their own id prefer it balanced around you only using one of them. 

Significantly increase the damage, maybe make it pierce and able to hit twice (ie outgoing and on its way back), and significantly decrease the frequency you can throw them (aka make the DPS similar but make it less tedious to use) 

I think it looks fun and interesting and all that 

But I hate hate hate the nonsense of spamming and rotating 2 out 

Then they would need to make the cooldown universal which, as far as i remember, never happened even in most op stuff like bone armor

The balance is that you cant spam an atack from a safe distance but, as you said, is bypass by wasting inventory space

Idk why you think is a non sense, i dont like either, but makes sense to me to be able to use other item when one is out of energy, cooldown, whatever

56 minutes ago, Kwaik said:

FWIW I hate the idea to optimally use the weapon you should rotate two of them and spam it. This is the biggest thing that needs changing 

DST players after an item that rewards you for putting more effort into using it gets added

1 hour ago, grm9 said:

DST players after an item that rewards you for putting more effort into using it gets added

It hasn't been added to the game yet 

It's in beta, and no human should think relentlessly spamming and swapping 2  of the exact same weapons is "fun" or skillful 

I forgot that DST doesn't have a universal cooldown or anything 

But implementing a weapon where you just mind numbingly swap the 2 is so stupid. Just lift the restrictions from a single weapon and compensate by adjusting whatever necessary parameter 

A use for this weapon is for Walter to use his slow rounds and proceed to use a decent ranged weapon for the first time, the gloomerang.

Spoiler

Umm actually you are using incorrectly this weapon by using two at the same time, by doing this you're expending more durability and not taking advantage of the void cowl stacks(™)(It's just another way of use a weapon, unthinkable and offensive ik)

I also think the brightshade staff shouldn't work with the celestial crown and we should be restricted to using only the helmet.

The eyeball mask should lose durability when fed food that damages it.

Bridges shouldn't be made neither of wood nor rocks, but of gold because we know that the gold in the constant has magical strength inside the constant.

Wormwood should be able to fertilize himself by a prompt that shows only to Wormwood at the back of the worm(he is part Worm(Wood) and plant like the worm-plant things fr)

 

 

 

1 hour ago, Kwaik said:

But implementing a weapon where you just mind numbingly swap the 2 is so stupid. Just lift the restrictions from a single weapon and compensate by adjusting whatever necessary parameter

making getting 2 weapons required for max dps might make you need to decide between more inventory space or more dps

43 minutes ago, Pedro cc said:

 

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Umm actually you are using incorrectly this weapon by using two at the same time, by doing this you're expending more durability and not taking advantage of the void cowl stacks(™)

void cowl damage increase's on the cowl, not the weapon that you were using, unequipping it or equipping another weapon that gets a bonus from the cowl doesn't reset the bonus

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