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I just believe there is just a lot more wrong with the game from a card standpoint at the moment. There needs to be focus towards balancing and reining in nearly unwinnable round start combos. Card profaner was, to be frank, a mistake. In 2v2, being able to health down someone thrice in a single round near the beginning just sucks. Potato & parley is a truly stupid combo that guarantees heavy (100) damage on all characters except Lars. Profaning or having a second player play small magazines puts pretty much all mags to 1 bullet.
There are max level people running around in external comms like Discord running these kinds of decks that win rounds for them just right after it begins. Being able to synergize and communicate what you have with each other makes debuffs DEADLY. And that, imo, is what's making this game less fun to get into for new people.
I also understand that "skill issue" is a thing, but it really doesn't feel good or fun to miss a bomb that was your only way to reliably deal damage to the Katana user in that round and end up having to accept your death. Not to mention sometimes the Katana user can just counter your buffs with their own debuffs, returning you to neutral.
In fact, I personally think Katana as a weapon (and by extension, Sable) is unbalanceable - it will either always be really unfun to play agaisnt, or really unfun to play as. Either too strong or too weak by simply adjusting numbers. What you (and I) want is a rework.
But as Aggressive Goat has pointed out, there's /many/ more serious issues with the game at the moment, and I feel it would be healthier for the game to first tackle on the more glaring ones related to card combos and progression before majorly reworking a weapon/character, if even. Also, Card Profaner was a huge mistake.
It will be easier to understand what to do with the Katana once the game is in a healthier state, and as much as I hate going into a match agaisnt Sables, I wouldn't want the character stomped into the ground with nerfs as a knee-jerk reaction.
punch r, bomb, stickybomb, bomb belt, ninja log, move slower, move faster, tinman, golden boira, brasshopper, shotgun, albatross, ak-47, poison bullets, landmine, steeltrap, big head with any weaponcard, empty mag, smaller mag, energy drink, self destruct, double jump, no jump, swap weapons, rubber bullets,
Ask whatever i will elaborate how any of these cards is best used against sables❤
You entirely missed the point of the post you listed 25 cards. I shouldn't have to have a deck dedicated to defeating one of like 12 characters when I can't pick my deck to counter them.
That doesn't work I don't know who I will be fighting.
So yes there are cards that help, many of those would be counter by the sable player still, because it's worth noting, you made an entire deck just to counter the sword, they still have a deck. Your own suggestion is a losing proposition and *Not* what OP is talking about here.
Sable can have an entire deck to make sure the sword works and countering many of the cards you just listed.
And if my deck only has 10 of those, I could go all 3 rounds and get none of those and just lose.
If the advice is center your entire playstyle around 10% of players, your advising me to go into 90% of games at a huge disadvantage.
All those cards also are pretty useful to have in general and against many other characters, they just counter sable even more than they counter other characters since sable is very one dimensional. I bring along most of those without even considering sable.
Mu point was that every good deck already had like 6 or 7 sable counter cards. All of these cards are insanely good to play against anyone. And out of 10 card drawing at least 4 of them is very common. Bombs are mega meta against anyone and they are even better against sable, just saty still at range, press e and shoot upward, thats all you need to do to win any sable with any amouny of buff/debuff cards
However, I will concur with y’all that this isn’t exactly a numbers issue - the whole darned thing needs a reassessment and a rework. Tuning damage would either do too little or too much, and lowering the number of blocks is to miss the point entirely. So how should they do that? I have NO IDEA. But, for the time being at least, I do have faith that Katana and/or Sable will eventually be fun to fight and to use. I don’t think that just because it’s broken right now doesn’t mean it deserves to be permanently garbage, god no.
And yeah, bombs work, sure, but right now the damage they do is super ♥♥♥♥♥♥ and, like you say, counter basically everything assuming you can hit the blast. Once they’re inevitably brought down to size, them’s gonna be some tough beans fighting Sable without an instakill card handy.
I was honestly surprised to see so many people wanting to nerf it. I'd considered Sable and the katana to be rather underpowered compared to being able to kite with a gun. Between getting a few shots in in each swing made, being able to hit from the sides and rear, and all the cards available that are a strong counter, it tends to be one of Sable's best bets for a deck is to bring along a lot of weapons cards just to swap from katana as needed or a weapon swap to suddenly give it to the enemy and then use a counter card of their own.
Like really, has anyone else noticed things like shotgun on DJ Newton? Thing's insane. Aside from of course the other big contenders in regards to balance.
Laser Stevie is also crazy broken if you have good aim. Every character has their pros and cons, I don't think anyone is crazy overpowered as they stand right now. Lars can be annoying with all the explosion resistance but there are many ways around it too.
Yeah, I'd forgotten his name, but in regards to the characters that get a special weapon every round, he's the best by a good margin. Though I'd say Lars is perhaps the one that's the strongest at the moment, negating 10 cards that are all extremely good just by existing is brutal, especially while also allowing you to be far more aggressive with bombs and be rewarded.