Enter the Gungeon

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Fightsabre
I know there's tons of topics on this already, but I don't like digging up threads.

I killed the High Dragun for the first time today because this weapon dropped from the first boss. Every floor became a joke. Is this how the weapon is really intended?

Shoot once, reload, a whole room is basically dead. It's insanely fun to use, but from a balance perspective it makes no sense that this one weapon obliterated all of the challenge from the game by pure chance of drop, no?

How the heck do you balance something like that? I feel like if it was nerfed too hard, it would just fall into the same trap as 70% (Hurr statistics from my ass) of the other weapons I've used so far in that they're just a backup for something else.

The best designed weapons are the situational weapons; Boss killers, for dealing heavy damage; Horde clearers, for popping bullet kin in numbers; Big enemy killers, for killing those pesky iron maidens; Status weapons, for leading enemies into fire and poison.

The problem is that the Fightsabre currently sits in 3 of those categories and there's no reason to use another weapon as you only need to fire once to benefit from it, meaning its ammo will likely float around a good number and it's all you need to refill.

On the other hand and for the sake of comparison, the Huntsman which is similar in design has served me almost no use with its melee swing. The bullet reflect is SO powerful that it overshadows the other melee/reload weapons entirely.

How the heck do you balance this thing without destroying its entire character? Well I think it's obvious it needs toning down, and a couple of other weapons need toning up. Setting a line for weapon balance isn't entirely fair as the game needs a variety of guns in terms of strength and weakness, but a Fightsabre dropping is basically sealing a win, whereas a bow dropping from the same chest is basically a middle finger. Nuclear Throne's system of weaker weapons dropping early-game and powerful weapons dropping late-game has proven itself to be a good method, and I'm surprised this game didn't follow a similar formula, but again, it's a part of the games character.
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Showing 1-10 of 10 comments
Sand Apr 11, 2016 @ 1:40pm 
To be fair, it's still possible to be hit with fightsabre spamming. I almost died (had half heart left) on the final boss with it. Fast/lots of projectiles sometimes get through it, as well as explosions, certain snipers, fire, poison, contact damage, and that hammer. Maybe I was doing it too fast, or too slow...
Last edited by Sand; Apr 11, 2016 @ 1:41pm
Milk Apr 11, 2016 @ 1:40pm 
Reduce the reflect window and radius.

Have it only reflect bullets in front of you instead of 360 degree coverage.
AchedSphinx Apr 11, 2016 @ 1:42pm 
Yeah, the Fightsaber is pretty good. It's one of the best guns to get honestly. Though there are several more that are just as powerful and can win you the run if you get them. The same goes for passives and active item slots. The Fightsaber stands out for sure, but there's an active that also trivializes boss fights the same way Fightsaber does and if you couple that active with some cooldown reduction stuff, you can abuse it to an easy mode win.
KingSepha Apr 11, 2016 @ 1:49pm 
There is an exploit where you can get it stuck in a reload cycle permenantly, without firing a shot. But it is difficult without M+KB.

They could make the last round do the reflect thing, instead of on reload. Many guns already use the "last round is a special" trait, the fightsabre must as well. you can currently, empty the fightsabre's clip, and reload, change to another gun, change back, reload again, if you practice for about 30 seconds, you can perfect the reload loop. infinite reflect.

I wonder is the developers have a bug/exploit channel with more visability. I know someone who, go the lead god achievement, one that is supposed to be incredibly rare and difficult, in about 10-15 minutes. Because you head strainght for the bosses. You don't need buffs anymore once you get the fightsabre.
Last edited by KingSepha; Apr 11, 2016 @ 2:27pm
InstableMonster Apr 11, 2016 @ 2:13pm 
Yes it was intended this way minus the infinite loop, the gun didn't just appeared in the code at launch and surprised everyone, it was tested
Hoggypare Apr 11, 2016 @ 2:24pm 
Why not just make it so you can reload only when you shoot through the whole magazine? Or that you lose all the bullets in the mag if you reload earlier (which would stop you from using it too much). The last bullet doing the reflect thing is also a viable suggestion.
Sand Apr 11, 2016 @ 2:35pm 
Originally posted by Hoggypare:
Why not just make it so you can reload only when you shoot through the whole magazine? Or that you lose all the bullets in the mag if you reload earlier (which would stop you from using it too much). The last bullet doing the reflect thing is also a viable suggestion.
Or just leave it the way it is. It's 1 weapon of many. The game is hard enough as it is without it.
InstableMonster Apr 11, 2016 @ 2:45pm 
Being a singleplayer game the fun thing is that if you find that something trivialise the game you don't have to use it !
Guywars Apr 11, 2016 @ 3:00pm 
1 weapon out of 200, i think it's fine if you get a free run once in a while.
Last edited by Guywars; Apr 11, 2016 @ 3:00pm
Egamer Apr 11, 2016 @ 3:13pm 
Just be happy you got it. Why do people want it nerfed are they just masochists?
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Date Posted: Apr 11, 2016 @ 1:36pm
Posts: 10