Goo Gun with: Flamethrower, Sledgehammer, and M32GL. Lets see if you can become a Goo Wizard. The recent patch changed Goo back to a better version of itself when Goo was first used in the betas. It no longer pushes players out of itself like it did before the recent patch. You'll have a good time figuring out how to succeed with that like I have. (minus the game crashing physic bugs)
The dagger it the animations can just randomly break and make landing a backstab almost impossible and they removed the hold charge so it's even more bullshit to time your stab
Dagger is definitely one I want to look at. Got a lot of things ready to look into it, but it's hard to suggest buffs or changes when it CAN instantly delete 2 classes and pretty much do the same when combined with a quick melee on a heavy 😅 I'll give it a look, see what needs to change to make it viable - SongsOfRaze
@@BabbleOn I think it just needs to be reverted back to the beta state where you can hold it, every class can pretty much delete light class with most of their kit and if you get caught you're dead almost every time so I dont see the problem with a little more consistency for something that requires such a specific set up compared to like the shotgun which can delete classes almost as fast but without the setup
I've been using the throwing knives for several days now and imo the one thing that does need to change is the random spread when jumping cuz it really makes no sense since it's supposed to be a movement based precision weapon and the major advantage lights have over the other classes which is supposed to make the game balanced is the movement, I don't think you are ever supposed to outdamage a heavy or a medium without having to rely on your movement and removing one entire dimension of it to make sure you don't randomly lose half your dps is just ridiculous. Without practice the weapon feels way too clunky to begin with and is really not worth picking up unless you decide to invest some time into learning how to use it, just to be as effective as you would be with a different weapon from the getgo; despite all that the weapon is waaaay too fun to use to worry about all that too much unless you wanna be like super competitive in which case why would you play light right now in the first place
Nail on the head right there. This would be perfect alongside the SH1900 as a fun "hit and run" type weapon. High burst damage if hitting your shots, run away and go again at another angle. Unfortunately a lot goes against them in this sense, and even more when comparing the regular weapons other classes bring, meaning you're against hitscan and weapons that can fire on range, both things the knives can't do. Hopefully Embark will look at the usage stats after the new year festivities and get a change in. Not asking for them to be meta in ranked, but at least make them a fun alternative to use in quick cash or bank it 🙂 - SongsOfRaze
You covered the spread while jumping change, another change id love to see is to be able to hold the heavy fire since its a super precise shot, if not a damage increase id like to see a Atk spd increase
Holding the alt fire would be ideal as well, do agree. Gives you more control going into a fight rather than predicting that length of time for the wind up. Hopefully Embark will sort them out soon! - SongsOfRaze
Fully understand, I'm sure the radical changes aren't for everyone, plus may never happen. I just like the idea of suggesting another way to make the weapon viable 😁 - SongsOfRaze
honestly, genji's shurikens is a good design because it works both long and short ranged. This weapon however loses at every range. Unless the other player is bad.
This is why I want a harpoon for heavy. Left click is a melee while right click has you throw the harpoon. After it lands, you can right click again to be grappled toward the harpoon or press reload to have the harpoon come back instead.
I love those changes, what I would love to see is making them quieter when you miss, throwing knives should be more assissiny and not clang as loud as a gunshot when they land. I don't understand why they don't just stick into walls with a thud. This would give flankers more time to shoot off pot shots before the enemies notice. The other thing I would love to see is increased melee damage when using them, you're holding a knife so why would you punch someone? Just 50 like the dagger would work but not spammable. I think point-blank gameplay where you melee would be really fun for the knives. If you added these with the first two changes(all of this plus damage would probably be too much) I would main the knives.
Yknow, I could get behind that. Messing with a status or even the melee damage could be a great way to have a middle ground. I will say that almost invalidates the dagger though, as the melees would be the same, but I'm sure there's a way around it - SongsOfRaze
I think instead of the 3 knife spread, you keep the dmg just change the primary fire to be a more continuos shot of 3 or even something you can hold down and it shoots knife after knife after knife, granted at not the fastest rpm, and the speed of secondary Def needs to be sped up
Jump accuracy needs to go... Alternate fire should be hold to fire, even if they keep the same time for wind up animation, and the damage and range reduces accordingly if not wound up to full. Also, jump, slide, dash penalty should be gone. I did not know that the knives that are sticking onto the tatget act as mini shields, damn! I'd like to main the knives but I keep going back to lh1 for range and faster ttk. I've got all 3 classes in the same team in one magic of lh1 (pretty sure only the heavy was full health though, rest were one shot.)
The LH1 is just such a monster, good thing the recoil keeps it in check mostly! Definitely could see the argument for the alt fire hold, they need to do something similar to the dagger as well, but I'll cover that in a separate video The knives acting as "shields" is such a weird concept. Admittedly only happened in the practice range, can't imagine it'll come up too often in an actual match, but it's something to be aware of. Fingers crossed we get them addressed soon! - SongsOfRaze
@@BabbleOn I tried the dagger for the first time recently, high risk, high reward but it would be farrrr too easy with hold to wind up... But they can do that add the damage fall off if the windup is not completed
i feel like they added the throwing knives into the game as meme content. they arent bad, but they are also pretty much useless in every situation u could b in lmao, especially if u play on controller like myself. the only time the throwing knives are not legitimately unusable is when u r trying to kill someone who literally cannot land a single shot on u, other than that i usually die before the second throw to every class in the game... yk since they all have a weapon that can 1-2 shot me before my throw animation even starts? lmao
I belive other than the knife projectiles being a sheild. The throwing knifes dont need to be really changed at all, not damage wise, maybe that charge up time, but only that, its a very high skill based weapon that takes a while to master like the melees, but the things that i have seen done with it, is insane, they really abuse the fact that you dont have to reload they do, wich makes sence with how the damage is, im being litteral people i have seen are insain with these knifes
The knives really suck. Low damage, yet can't be used either close range, because basically every other weapon will out DPS you, and can't be used long range, because of huge damage fall off. So you're left with medium range, which it still sucks at because of its arc and because guns are just going to be able to deal their damage then dance around if they do need to reload
MP5 will pretty much always be the go-to for meta on Light unless they nerf it something drastic, but for casual modes I can see the knives being fun to use, it just needs a couple tweaks to make it fun. As long as it captures the fun factor, everything else can mostly be forgiven I think - SongsOfRaze
No sure how can they even attend this atrocious thing ... It's a wonky projectile , air inaccuracy is so bad . And really ? They but the harsher damage cap on this thing ? The burst assassin light class ? Revolver is the more reasonable minimum damage cap at 74(148) to stay away from one tapping while "rewarding hs" for 2x multiplier . 1.5 multiplier insist 2 head shot earn a body shot of damage , on this 2 by 2 throwing knife ? You're better off hit another body than ever go for hs . Lastly the damage is bad 60(70x2) are always keeping so far away from scoring kills , as how it operates now 70 damage spam will do nothing not even 80(90x2) will worth it .
Really want to keep them in my main loadout, but it's just so hard when there's such great competition. They could be a fun weapon, it only takes a few tweaks, but right now it's more frustrating than fun (in my opinion at least) 🙂 - SongsOfRaze
Imo it should be hitscan no drop off no spread weapon, like kiriko or himiko or kirito, what ever that support is in OW2. The damage should stay the same, but do higher damage on headshots. This way if you land headshots consistently you can get high ttk, better than the sniper rifle which no one cares about. The alt fire should be the geniji style spread to give lights a way to put out some dps in close range where they will likely miss and just die. The character i referenced in OW2 is a support, but as a support can do insane dps, if they can land all their headshots, making them competitive as a dps and an off healer at the same time, if you are good enough. Light imo should be a class built around skill and skill gaps. The hp helps with that, and the sword has a nice skill gap, the others not so much. The throwing knives have a skill gap to land hits, but its damage is so slow its not a gap worth filling
I disagree about them being bad, but they should prevent healing for a short duration and can be pulled out, but still block other knifes Also, I do have a hunch they do more damage with longer ranges
What weapon would you like to see feature in this series? Flamethrower? M32GL? etc? LET US KNOW! =D
Goo Gun with: Flamethrower, Sledgehammer, and M32GL. Lets see if you can become a Goo Wizard. The recent patch changed Goo back to a better version of itself when Goo was first used in the betas. It no longer pushes players out of itself like it did before the recent patch. You'll have a good time figuring out how to succeed with that like I have. (minus the game crashing physic bugs)
Ooo a challenge! Consider me interested =D - SongsOfRaze@@ArchSight
The dagger it the animations can just randomly break and make landing a backstab almost impossible and they removed the hold charge so it's even more bullshit to time your stab
Dagger is definitely one I want to look at. Got a lot of things ready to look into it, but it's hard to suggest buffs or changes when it CAN instantly delete 2 classes and pretty much do the same when combined with a quick melee on a heavy 😅 I'll give it a look, see what needs to change to make it viable - SongsOfRaze
@@BabbleOn I think it just needs to be reverted back to the beta state where you can hold it, every class can pretty much delete light class with most of their kit and if you get caught you're dead almost every time so I dont see the problem with a little more consistency for something that requires such a specific set up compared to like the shotgun which can delete classes almost as fast but without the setup
I've been using the throwing knives for several days now and imo the one thing that does need to change is the random spread when jumping cuz it really makes no sense since it's supposed to be a movement based precision weapon and the major advantage lights have over the other classes which is supposed to make the game balanced is the movement, I don't think you are ever supposed to outdamage a heavy or a medium without having to rely on your movement and removing one entire dimension of it to make sure you don't randomly lose half your dps is just ridiculous. Without practice the weapon feels way too clunky to begin with and is really not worth picking up unless you decide to invest some time into learning how to use it, just to be as effective as you would be with a different weapon from the getgo; despite all that the weapon is waaaay too fun to use to worry about all that too much unless you wanna be like super competitive in which case why would you play light right now in the first place
Nail on the head right there. This would be perfect alongside the SH1900 as a fun "hit and run" type weapon. High burst damage if hitting your shots, run away and go again at another angle. Unfortunately a lot goes against them in this sense, and even more when comparing the regular weapons other classes bring, meaning you're against hitscan and weapons that can fire on range, both things the knives can't do. Hopefully Embark will look at the usage stats after the new year festivities and get a change in.
Not asking for them to be meta in ranked, but at least make them a fun alternative to use in quick cash or bank it 🙂 - SongsOfRaze
Are you any good at this game? Lights melt every class with most of their weapons. The knives are just genuinely the worst weapon in the game.
You covered the spread while jumping change, another change id love to see is to be able to hold the heavy fire since its a super precise shot, if not a damage increase id like to see a Atk spd increase
Holding the alt fire would be ideal as well, do agree. Gives you more control going into a fight rather than predicting that length of time for the wind up. Hopefully Embark will sort them out soon! - SongsOfRaze
My added suggestion:-
Change 4: more melee damage than normal hit ( now Lights have adv in cqc)
yes thank you.
EDIT: Wouldn't want the three knives replacing primary fire though.
Fully understand, I'm sure the radical changes aren't for everyone, plus may never happen. I just like the idea of suggesting another way to make the weapon viable 😁 - SongsOfRaze
I'd LOVE to see a "maim" type effect (ala dota2) applied rewarding a player who manages to land successive hits.
For next vid id love to see the dagger
Oh trust me, Dagger is definitely in the pipeline! xD - SongsOfRaze
@@BabbleOn can’t wait to see it
They really missed the opportunity to create a "meele-range" weapon where the primary is meele and the right click a range "throw" or vice versa
Something like this would be incredibly fun, but likely a bit hard to find tune / balance. I could easily be wrong with that though.
honestly, genji's shurikens is a good design because it works both long and short ranged.
This weapon however loses at every range. Unless the other player is bad.
This is why I want a harpoon for heavy. Left click is a melee while right click has you throw the harpoon. After it lands, you can right click again to be grappled toward the harpoon or press reload to have the harpoon come back instead.
I love those changes, what I would love to see is making them quieter when you miss, throwing knives should be more assissiny and not clang as loud as a gunshot when they land. I don't understand why they don't just stick into walls with a thud. This would give flankers more time to shoot off pot shots before the enemies notice. The other thing I would love to see is increased melee damage when using them, you're holding a knife so why would you punch someone? Just 50 like the dagger would work but not spammable. I think point-blank gameplay where you melee would be really fun for the knives. If you added these with the first two changes(all of this plus damage would probably be too much) I would main the knives.
Throwing knives would be immensely better with one change, instead of a double through, more rapid single throws.
We should do the alt fire but it’s enough to 1 shot light in the back and 1shot +Melee for medium
Add plus 10 melee damage and new melee animation. A poison effect might be fun too.
Yknow, I could get behind that. Messing with a status or even the melee damage could be a great way to have a middle ground. I will say that almost invalidates the dagger though, as the melees would be the same, but I'm sure there's a way around it - SongsOfRaze
Merry Christmas and happy new year 🎆🤗🎄
Merry Xmas and happy new year to you too Dee Jay 😀 - SongsOfRaze
I think instead of the 3 knife spread, you keep the dmg just change the primary fire to be a more continuos shot of 3 or even something you can hold down and it shoots knife after knife after knife, granted at not the fastest rpm, and the speed of secondary Def needs to be sped up
Jump accuracy needs to go... Alternate fire should be hold to fire, even if they keep the same time for wind up animation, and the damage and range reduces accordingly if not wound up to full. Also, jump, slide, dash penalty should be gone.
I did not know that the knives that are sticking onto the tatget act as mini shields, damn! I'd like to main the knives but I keep going back to lh1 for range and faster ttk. I've got all 3 classes in the same team in one magic of lh1 (pretty sure only the heavy was full health though, rest were one shot.)
The LH1 is just such a monster, good thing the recoil keeps it in check mostly! Definitely could see the argument for the alt fire hold, they need to do something similar to the dagger as well, but I'll cover that in a separate video
The knives acting as "shields" is such a weird concept. Admittedly only happened in the practice range, can't imagine it'll come up too often in an actual match, but it's something to be aware of. Fingers crossed we get them addressed soon! - SongsOfRaze
@@BabbleOn I tried the dagger for the first time recently, high risk, high reward but it would be farrrr too easy with hold to wind up... But they can do that add the damage fall off if the windup is not completed
i feel like they added the throwing knives into the game as meme content. they arent bad, but they are also pretty much useless in every situation u could b in lmao, especially if u play on controller like myself. the only time the throwing knives are not legitimately unusable is when u r trying to kill someone who literally cannot land a single shot on u, other than that i usually die before the second throw to every class in the game... yk since they all have a weapon that can 1-2 shot me before my throw animation even starts? lmao
I belive other than the knife projectiles being a sheild.
The throwing knifes dont need to be really changed at all, not damage wise, maybe that charge up time, but only that, its a very high skill based weapon that takes a while to master like the melees, but the things that i have seen done with it, is insane, they really abuse the fact that you dont have to reload they do, wich makes sence with how the damage is, im being litteral people i have seen are insain with these knifes
I’ve spend dozens of hours mastering this weapon and in the very end (after almost 40+ hours) I go back to sword because the sword is just better
as a sword and knife player myself i agree ive got about 100 hours of throwing knives and do well with them but man do i hope they get some love
Damn that's some dedication! No-one can say you didn't give them a chance 🤣 - SongsOfRaze
The knives really suck. Low damage, yet can't be used either close range, because basically every other weapon will out DPS you, and can't be used long range, because of huge damage fall off.
So you're left with medium range, which it still sucks at because of its arc and because guns are just going to be able to deal their damage then dance around if they do need to reload
I would love them to be automatic aim
I wanna main this weapon so badly but it’s so bad compared to other weapon’s, feels clunky to use and inconsistent, just use mp5
MP5 will pretty much always be the go-to for meta on Light unless they nerf it something drastic, but for casual modes I can see the knives being fun to use, it just needs a couple tweaks to make it fun. As long as it captures the fun factor, everything else can mostly be forgiven I think - SongsOfRaze
I agree with you on your Easy Changes but your extreme change seem a bit absurd. It would take away the core feeling of the knives I think.
No sure how can they even attend this atrocious thing ...
It's a wonky projectile , air inaccuracy is so bad .
And really ? They but the harsher damage cap on this thing ? The burst assassin light class ?
Revolver is the more reasonable minimum damage cap at 74(148) to stay away from one tapping while "rewarding hs" for 2x multiplier .
1.5 multiplier insist 2 head shot earn a body shot of damage , on this 2 by 2 throwing knife ?
You're better off hit another body than ever go for hs .
Lastly the damage is bad 60(70x2) are always keeping so far away from scoring kills , as how it operates now 70 damage spam will do nothing not even 80(90x2) will worth it .
yes plz remove the jump in-acc embark!
They’re fun just not viable especially against heavies and mediums
Really want to keep them in my main loadout, but it's just so hard when there's such great competition. They could be a fun weapon, it only takes a few tweaks, but right now it's more frustrating than fun (in my opinion at least) 🙂 - SongsOfRaze
Imo it should be hitscan no drop off no spread weapon, like kiriko or himiko or kirito, what ever that support is in OW2. The damage should stay the same, but do higher damage on headshots. This way if you land headshots consistently you can get high ttk, better than the sniper rifle which no one cares about. The alt fire should be the geniji style spread to give lights a way to put out some dps in close range where they will likely miss and just die.
The character i referenced in OW2 is a support, but as a support can do insane dps, if they can land all their headshots, making them competitive as a dps and an off healer at the same time, if you are good enough. Light imo should be a class built around skill and skill gaps. The hp helps with that, and the sword has a nice skill gap, the others not so much. The throwing knives have a skill gap to land hits, but its damage is so slow its not a gap worth filling
I disagree about them being bad, but they should prevent healing for a short duration and can be pulled out, but still block other knifes
Also, I do have a hunch they do more damage with longer ranges
Knives r OP bruh. U just have to have crazy aim and use dash. Ur not that guy obviously 😅 ..