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I know what you might be thinking, but hear me out. As it stands now, the boomerang is not a weapon. It is a tool used to gain aggression, harvest feathers, kill bees, or hunt rabbits. Now while some people may accept this, I actually think the boomerang has an untapped potential. Because in my experience, it is actually extremely fun to use as a weapon. It could fill in the role of an actually skill based ranged combat option that encourages you to have good timing and manage the space between you and your enemy. But, it just cannot compete with other weapons due to its abysmal damage and durability. So here is what I think would make the boomerang a good weapon.

If boomerang had damage like the ham bat, which by the way, would not actually deal damage like a ham bat due to the travel time to and from the enemy. In fact it would still be worse than the spear in some cases unless you can manage throwing and catching up close, which honestly feels very fitting for this weapon.

If the boomerang lost no durability if caught. Rewarding your skill in consistently catching it while still having its punishing durability if you fail. It would become a risk vs reward type of weapon,  which would be incredibly satisfying to use.

I think that with these changes, the boomerang could finally become a viable, engaging weapon. Rewarding you for managing the space between your enemy to get hits as faster, focusing on where and how fast the enemy is moving in order to correctly judge when your boomerang will be at the optimal spot to catch, and actually catching the thing.

I know this type of weapon may not be everyone's cup of tea, but I still feel like the boomerang needs more attention since it can really spice up the games combat. What do you all think of the boomerang?

Could be interesting. Maybe have multiple boomerangs so you'd be basically juggling projectiles, with enough of them or being close enough to the target hitting as frequently as melee attack. Maybe rather than a successful hit/catch costing 0%, maybe it should at least cost something, maybe 0.5%, while a miss should take a 5-10% durability in addition to damaging you. Could be multiple tiers/variants of boomerangs, some with effects. The basic boomerang could be considered, in addition to its existing roles, a sort of training tool for these potentially more capable boomerangs, as failing to catch one of those on return could really ruin your day.

3 hours ago, ShadowbirdRH said:

Could be interesting. Maybe have multiple boomerangs so you'd be basically juggling projectiles, with enough of them or being close enough to the target hitting as frequently as melee attack. Maybe rather than a successful hit/catch costing 0%, maybe it should at least cost something, maybe 0.5%, while a miss should take a 5-10% durability in addition to damaging you. Could be multiple tiers/variants of boomerangs, some with effects. The basic boomerang could be considered, in addition to its existing roles, a sort of training tool for these potentially more capable boomerangs, as failing to catch one of those on return could really ruin your day.

Boomerang juggling is a thing and it is very fun, along with more risky and reward. I also just wanted the no durability loss on catch along with its 5 durability when not caught to have a more risk vs reward playstyle, but I can see how some people might not like it, so I do agree with different types of boomerang. The basic could be, like you said, for its original use and training, and then another two boomerangs for fighting. Like maybe a battlerang for general fighting, a baterang for the more risk vs reward playstyle.

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