[b]Daybreak[/b]
Daybreak hits insanely hard, it has a large projectile, it is very very fast, and it has huge range for a melee weapon. Due to the lowered frame rate, Daybreak can now fully kill someone in less than 3 seconds if all the shots are placed correctly, at least while being used with a meta/melee kit.
In order to balance the weapon, restricting it would be necessary.
[b]Snowman Cannon[/b]
Basically the ranger equivalent to Daybreak, just with a tradeoff of projectile speed for hitbox size. The Snowman Cannon has huge damage, shoots very fast, has a large projectile, and has a surprisingly large explosion radius.
Like the Daybreak, a restriction is necessary.
[b]Electrosphere Launcher[/b]
The stationary obstacle that it creates is a huge pain to deal with. Even without increased iframes, and on a melee kit. So add it onto a ranger kit, and with the lowered iframes, suddenly running through an electrosphere can end up costing you upwards of 200 - 300 hp. Now imagine that, but the user is spamming them everywhere. Suddenly it becomes impossible to chase the user, and you either have to leave them alone to run off and heal, or wait for the spheres to wear off and risk losing their position entirely. A restriction would be in order.
[b]Vortex Armor[/b]
Vortex Armor basically makes every single ranged weapon out there insanely good.
The actual armor stats it gives isnât the op part. The part of this armor that makes it unfair is the set bonus. The ability to go almost fully invisible and nearly double all ranged damage is what sets it apart. To rub it in, movement is still fully possible while invisible. Killing people in godmode isnât quite so difficult anymore, at least not with this armor.
Iâd be fine with a straight up ban, but restriction of this somehow is probably a better idea.
[b]Luminite Arrow[/b]
Luminite Arrows are fast, hit quite hard compared to the other arrows, and have a double effect which makes them very good for scouting and close quarters arrows. The problem is the unique effect the arrows have means that the arrows deal twice the damage through hitting twice as fast. Combined with the large hitbox of the tsunami, and youâve got a combo that melts even the tankiest pvp kits.
A restriction is due.
Charged Blaster Cannon
This wouldnât be so bad if it didnât hurt so damn much, and if it was visible.
With a base damage of 75, youâd think it wouldnât deal enough damage, but then you realize that it has completely different damage values when fully charged. And with a reach of 300 tiles, itâs super easy to just charge it and fly up and down and sweep players, as they take damage from an unknown projectile. (the projectile is invisible to other players)
This should have been restricted way sooner.
[b]Vortex Beater[/b]
The Vortex Beater is similar to the sdmg in the negatives of it.
It hits quite hard when used on a ranger kit, it has quite a wide spread, and it shoots very fast. Itâs super useful for getting rid of shields and beetles, and just to rub it in, it still does a fairly decent chunk of damage, even when using a tanky kit.
Strike one more down for the restriction list.
Sniper Rifle
The Sniper Rifle isnât quite strong enough to be restricted, nor is it weak enough to be left alone.
Itâs a core part of almost every kit, even pure melee, and pure mage should use sniper rifle, as itâs by far the best poke weapon in the game.
In the right hands, it is insanely strong. Thus, it should probably have its damage reduced, OR its use time increased, that way itâs not such a devastating weapon. Even on a normal melee kit it still chunks.
Nebula Blaze
The only thing worth doing is finding a way to change all Nebula Blaze Ex projectiles (the strong blue ones) to change into the purple ones, or deal no damage. It would definitely help the mage become more useful in pvp, while not completely breaking the meta like nebula once did.
[b]Solar Eruption[/b]
The Solar Eruption really isnât worth restricting anymore. It was in the old arena, but now that we have a more open arena, itâs no more powerful than the paladinâs hammer, trading off a bit of speed for some more damage.
Frozen Turtle Shell
The easiest way to explain the issue with frozen turtle shell is to say that a ranger really needs no defensive accessories apart from the frozen turtle shell. If we were in a 600 hp environment, the issue would be much smaller, but with big weapons being nerfed/banned like daybreak and sniper, thereâs really no way to deal with frozen turtle without dodging each and every shot, and just spam pallying.
Itâs about damn time this thing got locked away.
RoD
https://dark-gaming.com/thread/rod-to-be-or-not-to-be.2183
[b]Coin Gun (Gold Coins)[/b]
Previously this wasnât an issue, but now I realize Gold Coins stack with ranged damage, so itâs still possible to hit upwards of 150 using coin gun gold coin. Combined with the fast projectile speed, and the very fast shooting speed, itâs easy to melt someone in seconds.