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Should the howlitzer and gloomerang be nerfed?


How should we fix this?  

18 members have voted

  1. 1. Buff the slingshot to be as good as a gloomerang

    • Yes
      13
    • No
      2
    • Unsure
      0
    • I don't play Walter
      3
    • Leave it as is
      0
  2. 2. Nerf the gloomerang

    • Yes
      3
    • No
      10
    • Unsure
      3
    • I don't play Walter
      1
    • Leave as is
      1
  3. 3. Give Walter a bigger focus on crowd control effects

    • Yes
      5
    • No
      4
    • Unsure
      3
    • I don't play Walter
      3
    • Leave as is
      3
  4. 4. Do all of the above

    • Yes
      3
    • No
      9
    • Unsure
      2
    • I don't play Walter
      3
    • Leave as is
      1


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So I feel like we're in a weird position as things stand for Walter his slingshot is weaker than these two weapon while also never reaching it's full potential until you're able to unlock these weapons so there's currently not a reason not to just focus on the gloomerang instead of the slingshot which is a massive issue when 80% of his skill tree is just slingshot buffs so I figured I'd leave it to a poll.

Howlitzer is a bit worse than gloomerang, the gloomerang is just fine fore post-rift end game. It just give a completely different play-style than regular one, but it is balance for endgame in my experience.

The slingshot should be far better than gloomerang because that's the most important specific advantage of Walter. Walter has a critical downside which influence both QoL and boss fight badly. So His advantage should be good enough.

But the powerful slingshot which is far better than gloomerang should only accessible for end game or it would be imbalance.

Don't forget that you're generally not getting max DPS on the Gloomerang unless you're trapping with Maxwell (who, for balancing's sake, we should probably try to forget exists entirely.) And his rounds do offer some good utility, with mostly good cost efficiency.

But yeah. His post-rift rounds should probably be as strong or even slightly stronger compared to max distance Gloomerangs.

(I'm a little sad we didn't get Health- or Sanity-sapping rounds, or rounds that do great damage if you have low Health or Sanity, or wetness rounds, or rounds that increase damage based on range, but that's okay, I guess. 3 slow rounds is... great, I guess...)

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