#My boomerang is kinda homeless...

248 messages · Page 1 of 1 (latest)

chilly quail
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Boomerang deserves better, it's really unhandy at the moment, that weird angle, awkward upgrades, unable to crit, struggling with shielded enemies, limited range. At least change duration upgrades for rotation speed (more hits, same time), investing into duration makes it return slower (range upgrade does that too*) lowering overall dps on bosses, and you can't really use it effectively against the crowds since it has very little radius and kills fodder in first 3-4 ticks, then just rotating for the rest of duration leaving you unarmed. (Yeah you can switch for main weapon to compensate, but it takes so much effort for so little return it doesn't feel fair).

I tried to build it using elemental proc jokers (fire and shock on slime base, I love that combo on my secondary) it seemed neat on paper since that awkward angle caused boomerang to hit enemy as well as ground below them increasing proc chance significantly, with elemental synergy explosions on top it felt really strong, but in practice it's quite inconsistent. You can't cause stable procs due to boomerang sticking to the enemy on collision and doesn't reach ground so ground hits work more like an option to throw it in front of the enemy, and since it kills weak mobs so easily it won't proc explosions nearly as much as you would like it to (versus crowds when you want it the most), and shields mixed in crowd ruin it pretty badly. You can't throw it in front of the crowd to get the most value from duration because of it, and forced to look for weird angles, using damage on return, throwing in front e.t.c In general it makes weapon way less enjoyable to use. Since there is always major obstacles to use it in theoretically satisfyingly way.

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Possible measures:
Changing Lingering for Rotation speed (More hits, same lingering).
Increasing projectile speed along with range so upgraded weapon didn't punish you if you missed the throw.
RMB making airborne boomerang return immediately.
Making boomerang projectile to be horizontal for better area coverage. Alternatively: Make "Chonky Throw" to change angle to fully horizontal, making it way more effective against crowds, and add opposite Unique Joker, that changes angle to fully Vertical and increasing damage exchanging it for coverage and working as a cool synergy with consistent ground hits to proc elemental explosion jokers consistently.)
Making projectile larger in general.
let it stuck on shielded enemies instead of returning immediately with no effect.

woeful roost
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maybe it's just because I'm used to full lingering duration but I feel like shields aren't that huge of a problem for boomerang. You can shoot the boomerang on the floor in front of the shields and it will damage them without returning.

I feel like it's fine too if boomerang does less damage than the other secondaries because it literally does not need ammo packs. Sure Sheriff Stars also can be infinite, but you can still lose them sometimes which then requires you to pick up ammo packs.

chilly quail
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It's way harder to do when wave isn't lined up perfectly and It doesn't feel intended. Sure it might work, but again you have to invent new ineffective ways to counteract obviously flawed weapon design. Ammo economy in game at the moment isn't nearly strict enough to justify boomerang being so far behind other secondary weapons. You almost never lack accessible ammo at any bag or clip upgrades, I tried all weapons and it never bothered me. I think it could change in future, since there's really ridiculous amount of ammo on maps and each and every one fills 100% of ammo reserve. I would prefer make boomerang stronger still instead of nerfing overall ammo economy across the board.

coral ice
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fire element, 2x acid rounds, 2x ele rounds, 1x pyro rounds

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you throw it at the floor into crowds

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80% chance for minimum one explosion per throw, and with 1 explosion any ad will die

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it just needs better red jokers

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i.e. size increase should come with enemy piercing

chilly quail
# coral ice 80% chance for minimum one explosion per throw, and with 1 explosion any ad will...

While any other weapon with same setup would work like 5 times better? 25% chance for elemental explosion per shot is way more consistent. As I said on paper it looks way better than in practice, since you won't get all those damage ticks by hitting weak enemy in crowd, since it will die faster than all hits register and if your throw collides with enemy head it will stick to it without reaching floor. Aiming at floor in crowd is generally hard and ineffective playstyle. And that's what you getting for wasting 15 slots (after at least one prestige), it's just sad.

You sure can say that if it's able to deal damage and kill enemy theoretically, it's viable and rather skill issue, but that's just ridiculous considering what other options can do.

coral ice
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i consistently top kill 4p nm with a boomerang

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it is not beat out anywhere near as hard as you claim it is

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it’s a top 3 aoe contender

coral ice
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and no, it’s 80% chance in PRACTICE

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you simply aim at the floor

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it will proc explosions on the floor

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and it will continue to explode and kill things

chilly quail
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You're very good with boomerang, we got it man

coral ice
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that’s not at all what i said

crude prawn
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he's boomer man ang

chilly quail
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That's not only what you said, but something you also mentioned

coral ice
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your claim is that boomerang is significantly behind other secondary weapons

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if that was true it’d be impossible to top frag with it ever

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it doesn’t even take skill to use boomerang its an easy weapon

chilly quail
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that's also your opinion

coral ice
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embed fail

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ur also just dodging around everything else i said

chilly quail
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Maybe because I'm not arguing with you? You seems to be the only one around considering discussion to be fiery debate.

coral ice
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mind you all i did was give you a build and say boomerang needs better red jokers

chilly quail
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I literally played it

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It's suggestion channel, I appreciate your opinion, perhaps I'm wrong, but only developers will decide what's better for the game.

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I'm spitting Ideas, nothing more, nothing less.

coral ice
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i’d like to remind u that again all i did was give you a build and say its reds should be buffed

coral ice
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if you don’t want to engage in discussion, don’t start it?

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i’m just here to spread truth about boomerang supremacy

crude prawn
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ok boomer

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ang

chilly quail
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What's there is to lose?

coral ice
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i’d like you to point me to where i said boomerang shouldn’t be buffed

coral ice
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thanks for the save goat

chilly quail
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Why glazing boomerang so hard when I suggested buffs?

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What's the point?

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If not to oppose my suggestions with your opinion?

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just for sport?

coral ice
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u realize the world isn’t blsck and white right

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you said it’s bad, i gave you a good build and explained why that build is good

i then said it should get buffed by making its red jokers better

crude prawn
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ye it got colors

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grass is blue and sky is green

coral ice
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i was literally just trying to show you how the explosive build works because you’ve gone about it wrong

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nowhere did i say “ur suggestion sucks this is stupid”

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i can want something buffed in one aspect but still think it’s good in another man

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it’s not all black and white

chilly quail
coral ice
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good and bad balance wise has nothing to do with fun

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but i guess bro

coral ice
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it’s a lot weaker

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but i digress

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i just wanted to tack on to your post that it should get buffs to its red jokers there was no reason to take personal offense to me suggesting a build

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have a good day/night

chilly quail
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My point is not to make it broken. You can tweak it both sides, make some aspects weaker, others stronger.

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But you have to make it satisfying to use.

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Ideally make it flexible enough for at least some build variety.

coral ice
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boomerang not being satisfying to use for you does not equate to boomerang being bad is my main point

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but yes boomerang needs build variety

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you basically have to do fire infusion explosive rounds

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that’s why better reds would work

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don’t have to change the weapon for those who like it

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but new reds would let people try new builds

chilly quail
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And my point about is wider than just jokers, upgrade options are counterintuitive, and weapon could use some tweaks on technical level other than just number.

coral ice
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lingering time is an important stat and should not be removed

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i am on the whole against removing things as opposed to adjusting or adding things

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i like your suggestion with the rotation speed, and i think that should be its own separate stat

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or that fire rate should convert into rotation speed

chilly quail
coral ice
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that’s not even what i said

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yo bro i’m realizing this is pointless

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good day/night to u

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i’m gone

chilly quail
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man I love me some respectable constructive conversation FFW_cute

supple creek
chilly quail
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What exactly I dodged? I mean I'm all ears, If I missed something just mention it one more time, you can always pile up 10 different points and call me for 'dodging' if I didn't respond directly to every single one, that's silly.

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I actually trying exactly suggested build at the moment. I have no problems with being wrong, everyone is sometimes, so I have to check it. No hard feelings. Will mention results once I'm done.

dense plume
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i have never crit on an actual enemy tho

woeful roost
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you can consistently crit on the train boss but that's about it

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train does have the biggest weak spot after all

chilly quail
# chilly quail I actually trying exactly suggested build at the moment. I have no problems with...

VH - Reaper took 109 throws (Glass cannon + Chonky + Full damage and lingering upgrades 1elec rounds 1fire rounds 2acid rounds)
VH - Reaper took ~110+ throws (Glass cannon + ~~Speedster ~~+ ~~Ricochet ~~+ ~~Camper ~~+ pick-pick x2 + Full damage and lingering upgrades 2elec rounds 1fire rounds 2acid rounds exact build mentioned by V* idk if he used glass canon, imo damage is still too low. All my points are as relevant as I initially stated.

Easy Reaper: (No mission jokers)
V build (fire base 2elec rounds 1fire rounds 2acid rounds) - 26 throws
My initial build (acid base 2elec 2fire 1ammo supply for utility) - 24 throws

If you ignore luck factor my build at least as good if not better. Idk if V aware that base acid on burning/shocked target outdamages pretty much any other base and triggering constant aoe explosions. if you put acid as random proc it will explode once and then switch to fire/shock dot, so you can't keep shooting for elemental synergy triggers, that's why it's my favorite combination. it also takes only one fire rounds on weapon jus to combust target and cause every subsequent shot to trigger elemental explosion.

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I thought I would change my mind after more testing, but it made it even worse lmao.

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Due to boomerang fire pattern if you missed sniper with first throw, you very likely going take unavoidable damage (if you won't switch quickly to main weapon)

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Killing birds with boomerang feels so sloppy. Delay between shots, lingering in the air, 1-2 birds per throw 😭 and every miss punishes you with even longer disarm

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Boomerang don't just have no good red jokers, it doesn't have legendary or mythic as well, you pretty much locked to prime rarity considering red jokers not delivering

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And since those are not available during build, you can't get benefit from them even if you found them during run. That means no speedster, no ricochet, no machinegun, no camper, NO PIGSHOT FOR THE GOD SAKE (that could be interesting tbh)

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I rode around and found out - boomerang is bad, it's useable (passive unlimited vampirism is cool utility as well as potentially unlimited ammo for team with ammo supply joker) but could be so much better in my opinion

shut oriole
chilly quail
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I know it, just forget to mention in original post, as I said, it turned out to be even worse than I initially stated.

shut oriole
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It does suck, but my guess is for those jokers to work, they have to make an exception to the programming of the joker, which takes extra development time then just making them incompatible
sucks for sure but hopefully they can add something in the future to make them more balanced feature wise

chilly quail
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I mean, I have some programing experience, it shouldn't be that bad, it doesn't mean I demand changes here and now, I have no idea how game was coded, what might cause problems or limiting game potential, how was basis coded and how it's planned to be developed in future that might conflict with possible additions to current version. I gave my ideas how it could be fixed theoretically, I ask nothing in return, but being able to affect game's story is very inspiring indeed. Worst case scenario it won't happen... and I could be doxed... and canceled... and banned... and swated... and arrested... and executed on spot... So I'm pretty chill about it FFW_dumb

chilly quail
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Checked my records (no jokers, no spells used)
Easy reaper took 25s using paired pistols (acid base 1 fire rounds, speedster. run & gun, almost no headshots, I'm suck at aim FFW_draw )
And 39s using my boomerang build (acid base 2elec rounds 2fire rounds)

It's not terrible at such lower numbers but still 1.56 times difference
To be fair I spent all (+25% ammo bag increase from weapon upgrades) but 7 ammo, and higher difficulties will need at least one refill.

shut oriole
# chilly quail VH - Reaper took 109 throws (Glass cannon + Chonky + Full damage and lingering u...

another note I do want to add is I think your usage is not what the weapon is intended for.

The way I see it, the boomerang is a utility weapon, applying lasting status on a single target, or if thrown on the floor, creating a trap/hazard you could bait enemies into, and during its return, apply status to a large group of enemies since it can pierce. It's a crowd control and status supplement, not a main damage dealer.

The test you did seemed more like a dps test, which is not what the boomerang should excel in. It's a great status application when paired with other spells.

At base levels, you could pair pyro or elec boomerang with acid to mass produce explosions. With lingering, you can set up a trap at choke points or tunnels with cactus spells to deal with incoming waves. Lifesteal makes the boomerang a back pocket healing source, just throw it at something with a decent amount of health and you can forget about it until it flies back, while other weapons are more of an active healing source, requiring you to actively shoot at enemies which can distract you from other threats.

chilly quail
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I mentioned it earlier, the problem is that with proper building other secondary weapons can do pretty much all of it but better and have more build variety and synergies. Pistols have better range, better dps, can leave traps while continuing to deal damage and I would say spells are good enough as they are for crowd control. You don't need as much utility from secondary, at least it shouldn't be as weak as it is is. What I wanna say is that I don't think that not consuming ammo is that big of a deal, boomerang could be a bit better. I don't mean it should hit harder but be more convenient and less limiting to use.

I went for damage checks simply because I couldn't believe V statement that he was consistent top dps on nm with 4 players. It doesn't really line up with my experience about boomerang. But of course damage is not as important as other problems I listed.

errant moat
shut oriole
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V was saying top kill, not dps
while both are damage, they have different metrics

chilly quail
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Even then I doubt it.

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I mean it should include 3 other people that use their main weapons and spells as well, and all of it has less frags than boomerang? It's doesn't sound convincing enough to me, considering you can get pretty much any damage number or kill count by just staying on the map for as long as you like. that's why I used same boss as a medium to compare different weapons.

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By the way! WE NEED TARGET WITH DPS COUNTER, PLEASE!
(And spread sheet for proper build optimization!)

shut oriole
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a different test I would suggest is during extraction after you ring he bell, set a timer of however long you want it to be, and see the amount of kills you get during it

shut oriole
chilly quail
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Still enemy type, spawn and player performance would be inconsistent for measures.

shut oriole
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then do a few extra tests
find the average of each setup

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it is time consuming, but it will give more valuable data

chilly quail
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It takes a lot of time and effort =3=
I don't wanna to get fed up with game earlier than needed

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I'm pretty sure boomerang is not as effective as other weapons for crowds as well as for bossing. Would love to be proven wrong, but it's 0:23am on my end and I had my gaming for today.

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I mean theoretically you could say that since map has limited ammo boxes, and all weapons even with ammo supply joker could run out of ammo, boomerang has uncapped damage since it doesn't consume any, there for after like 10 hours point it surpasses all other weapons in the game period FFW_play

shut oriole
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you could also theoretically put on Lazy or Toolbox with ammo utility and get infinite ammo that way

chilly quail
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but you could theoretically don't have them in your collection, and don't find any during mission

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so until then, boomerang is goated

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actually boomerang consumes 0% of ammo and deals 100% damage, how is this allowed

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balanced ratio would be 0% for 0%

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(I'm also pretty sure that if you would have ammo supply equipped on other secondary weapons they would provide you with near infinite ammo for secondary as well as main weapon, especially on higher difficulties where there is plenty of enemies to kill consistently)

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Yeah pretty much, you can use spells/melee/environment while simply holding weapon in hands even if it has no ammo so infinite ammo on any secondary weapon available for as little as 3 joker slots.

coral ice
# chilly quail VH - Reaper took 109 throws (Glass cannon + Chonky + Full damage and lingering u...

ur testing a build that’s based on proc rate, 20-30 throws measures absolutely nothing

the acid element only applies once per THROW on the boomerang, not per tick, which means by applying fire, the acid explosion can proc double explosions multiple times, whereas the reverse build will
proc one extra explosion per throw, AFTER the first throw
this was tested over hundreds of throws in shooting range and tracking a dps counter

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also, why are we using the boomerang on bosses?

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it’s an ad clear tool

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and it performs well enough to reliably solo 4p nightmare

chilly quail
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You can solo nightmare using any weapon build to be fair given enough time

chilly quail
coral ice
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do you want me to go get you footage of a dps counter comparison

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or do you want me to lay out the math as to how it does more damage

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i can do both

chilly quail
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I trust you man, why do you have to boil it all up

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Would love to get the link for dps counter, it's a useful tool fr, I wish it would be added in future patches

coral ice
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its a mod on nexus

raw oyster
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133 comments. Not going to read all that. Boomerang is perfectly balanced weapon. Don't think it's for large sustained damage. It's tick rate builder tool. It can be built both very large DOT and very good crowd control. Few jokers turn it really good and those jokers are not it's uniques

coral ice
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which is why when i came here i said it needs better red jokers

chilly quail
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still no joker interactions above blue, right click for return on command would be nice qol

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as well as some upgrade rework

raw oyster
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No. Large boomerang can hit more times single + multiple targets. Linger is great for explosion procs. If you take both, you don't have enough joker slots to other jokers that fits well with those uniques

chilly quail
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I don't get why are you so defensive about any changes, game lifecycle is barely started, more changes to expect, and it's not like if it doesn't turn out good there will be no way to reverse it

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It would be interesting to try at least

coral ice
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you proposed removing lingering time

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that stat is important to the main builds of boomerang

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that’s the only part i’ve brought up

chilly quail
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After all I wouldn't be as determined about balance, as I said, we had one patch from release, overall balance of final project can differ drastically

chilly quail
# coral ice you proposed removing lingering time

It's just straight suggestion, feel free to keep it and add alternative upgrade, or split various playstyles by designating tickrate and/or lingering to unique jokers if upgrade options should stay as they are

raw oyster
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Can you elaborate what you think boomerang is about and how it's supposed to work? Why and what needs some changes?

Answer cannot be "something"

chilly quail
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it's not that there is one way to do it, this situation can be approached from many different angles

lapis plover
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Depends on the design goals behind the boomerang which seem to be:

  • it's the infinite ammo gun
chilly quail
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Yeah, but how much would you be willing to trade for it?

lapis plover
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Sheriff star qualifies but to a lesser degree

chilly quail
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I mean stars give you utility for unprecidented mobility

lapis plover
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That's most likely what we'll see in some (Cursed?)Jokers going forward,
a +/- tradeoff for different weapon specific features

chilly quail
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I'm all for it. Compensating for weakneses of weapon or going all in on strong aspects sounds like fun.

pliant roost
raw oyster
chilly quail
# raw oyster Can you elaborate what you think boomerang is about and how it's supposed to wor...

Sorry, I don't feel like it, maybe tomorrow, once I'm fresh, In short boomerang is an option first of all, you can have only one secondary weapon at the time, them to be comparable sounds like a reasonable expectation. In my opinion boomerang has it's niche but it's pretty narrow, you have main weapon, all sorts of spells and element combinations, I used to builds to be adjustable to fit different ingame tasks, in games like FFW most ingame situations can be defined as fighting crowd and fighting boss, high single target damage, high crowd damage, with some other utility options to suit your playstyle better. So you can designate your options to different tasks, main for boss, secondary for crowds, spells for utility, you can interchange those which creates build variety. If you would get high single target damage on all your tools, you would feel uncomfortable fighting crowds. Same with other aspects. And to me it feels like boomerang is in awkward position, it's not as damaging as other options, it's not as effective as crowd nuking tool as other options, and utility it provides feels easily covered by other options. I felt really excited when I tried it first time, but it turned out to be just barely not enough to justify using it when you can work around it so easily with the rest of your build options like jokers, main hand, utility, magic e.t.c And there's many ways to make it a little better, stats, jocker set, qol, other kinds of adjustments, I listed it in original post.
It would be cool to see jocker that makes boomerang to be a better crowd tool, or utility, or damage, something to make it's role more expressive and unique.

It really late, make's hard for me to put thoughts together, sorry. I might sound a bit non-sensical FFW_dumb

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("In short..." - proceeds to write a whole paragraph lmao.)

pliant roost
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super ricochet joker for boomerang like bloons TD monke

chilly quail
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I expect that would be tricky to do

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But why no Pigshot 😭

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that would be so Op

pliant roost
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good point
why does minigun get pigshot but not the boomerang lmao

chilly quail
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infinite pigs are broken

pliant roost
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if two pigs touch they should combine into a bigger pig with bigger boom

chilly quail
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until it get's to nuke power

raw oyster
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Here's fun build. Have fun testing it

chilly quail
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Ahh

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Wanted to ask if pick-pick worth it?

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it's seemed like neat joker for early grind

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but why not fire proc instead?

shut oriole
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boomerang can proc pick-pick per hit, so a lot of extra dot

raw oyster
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Very powerful with this setup. It's DOT without elemental, so it won't ruin electric spread

chilly quail
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hmm

raw oyster
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Throw it to some tanky enemy and it just spreads that electric all over. Pickaxe DOT is strong enough to kill minigun guys

chilly quail
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I guess it takes a while

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So yeah, we need some unique jokers, It would be awesome to have something like mini-tornado joker for lingering trap setup, and boosted damage on return for low lingering setup, maybe make it scale with distance boomerang traveled to add synergy with range.

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In general boomerang could use some commitment in my opinion.

chilly quail
raw oyster
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Roadmap shows "more jokers". It's very high change that more unique jokers are coming for every weapon. Buffs and nerfs. Shotgun get it's deserved overblast nerf. I bet next in line is quad rifle unique jokers.

chilly quail
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Fair, that's what to expect, I'm more excited to suggest my ideas that might one day be implemented. That's for what ideas channel is for, right.

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Theoretically you can 'fix' any weapon with some crazy joker, but I think boomerang might need some treatment on top of that. Having must pick jokers for weapon to be viable is more build limiting than not having one lol

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Also thanks for clarifying bunch of stuff, it was nice to chat so far FFW_cute

strange sun
shut oriole
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you can apply the element explosion jokers as your base boomerang

coral ice
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~80% chance for at least 1 explosion per throw

pliant roost
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how much of an impact does the base element have
i use acid

coral ice
strange sun
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interesting

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i thought it was only +5% per joker?

shut oriole
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each individual hit can proc the explosion

strange sun
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ohhh

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so if it hits like 3 times, you roll 3 times

shut oriole
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yup

strange sun
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that's sick, thanks

coral ice
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40% linger time
makes you hit 6 times per throw

pliant roost
coral ice
chilly quail
coral ice
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the dps is roughly equal to the acid ele build, except for when the acid rounds pop

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when rhose pop it does literally double

coral ice
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also the basic fire DOT being 2x acid DOT adds to the dps

chilly quail
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having every hit to apply dot would be op as hell

coral ice
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it would be awesome but yes very OP

coral ice
chilly quail
coral ice
chilly quail
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I mean it's if you considering that you spam it to single target ofc

coral ice
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which is not really what boomerang is used for

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you want the best first toss value because it’s for ad clear

chilly quail
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I know, it's just cool thing to do so generally op as hell you should use it even if it's unoptimized fr fr

coral ice
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you carry lever/long ranger for priority targets with boomerang

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oh it’s fun for sure

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works very well against liches or bulls that stack up on top of each other

strange sun
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man the chance for multiple explosion procs makes the default revolver sound kinda lame

coral ice
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but even then, it just means it takes 2 throws to be equal to the fire boomerang

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it doesn’t get more dmg

chilly quail
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I mean dual pistols with acid base and double fire proc is dophamine overload to me

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I have to try that sause on every secondary now

coral ice
chilly quail
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I feel myself like a guy from Kg of steel vs Kg of feathers meme 😭

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-but acid on fire is blast
-yeah but fire on acid is better
-but acid...

coral ice
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it’s because acid explosion > acid element on boomerang

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and you dont want to stack acid

chilly quail
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even on dual pistols?

coral ice
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i can’t speak on dual pistols
i mean for boomerang

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because boomerang has such a good chance of triggering acid explosion

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normally no it’s worse

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other than maybe minigun

chilly quail
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I mean pistols apply dot on every hit an there is lot's of hits. So many ba-boom makes cowboy happy

coral ice
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yes

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boomerang - acid explosion > acid element

bullet weapons - acid element > acid explosion
(except maybe minigun?)

chilly quail
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noted

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(I'm unlikely to use it before updates thou)

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Sorry if I sounded mean earlier, I didn't mean it anyway

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You're cool, still pretty passively aggressive initially, but you cool enough to return and keep chatting. I respect that.