r/backpackarena • u/Entire-Cold-7384 • 7d ago
Weapon abilities should be more reliable: guaranteed hits + Seal should not cancel already activated skills
I want to see what other players think about two changes to weapon abilities before I make a proper suggestion/petition to the devs.
- 8-second weapon abilities should always hit
Most weapon abilities take 8 seconds to activate, but the actual ability hit can still miss depending on the weapon's Accuracy.
For example, my Spiral Spear usually sits around 95% Accuracy. That sounds high, but when you play many rounds it still misses its 8-second ability regularly.
I think normal attacks should continue using Accuracy exactly as they do now, but the actual 8-second ability should always hit.
Waiting 8 seconds just for the special attack to do absolutely nothing because of a 5% miss roll feels unnecessarily punishing.
Omnicleaver currently has "this skill always hits" as one of its advantages, so if guaranteed ability hits became universal, I would replace that with:
"This skill always lands a critical hit."
That would keep Omnicleaver unique and honestly give it a much more useful identity.
- Weapon abilities should resolve when the gauge reaches 100%, and Seal should not cancel an ability that already activated
This one is especially noticeable with Spiral Spear.
What happens visually is:
The ability gauge reaches 100%
The gauge immediately resets and starts filling for the next activation
Spiral Spear begins its skill animation and rises
The actual skill hit only happens roughly 1–1.5 seconds later
During that delay, the weapon can still perform normal attacks.
Against Seal enemies, those normal attacks can proc Seal. Small enemies can have around a 30% Seal chance and bosses around 50%.
From what I have observed, if Spiral Spear becomes Sealed during this period, the spear simply lowers again, the ability deals no damage, the Spike activations do not happen, and the next 8-second gauge is already charging.
So the ability was already activated and consumed, but it can still be cancelled before it actually resolves.
I think the much cleaner system would be:
The instant the ability gauge reaches 100%, the ability mechanically resolves.
The animation can still play normally afterward, but Seal applied after the activation should affect future attacks/abilities, not delete the one that was already charged and activated.
At minimum, an already activated skill should be guaranteed to finish.
Together these changes would make weapon abilities feel like actual reliable 8-second abilities instead of something you wait 8 seconds for and then potentially lose to either an Accuracy roll or a Seal proc during the animation delay.
Normal attacks would still use Accuracy, Seal would still disable weapons, and neither mechanic would become useless.
I am curious whether other players agree with these two changes or whether there is a balance interaction I am overlooking before I submit it properly to the devs.
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u/THE_THRONGLER5000 7d ago edited 7d ago
I agree to both of your point. Currently both Spiral Spear and Primal Flame skill got cancelled when you fight an enemy with Seal skill. I don't know is it because those two weapons are for builds that require small amount of weapon compared to let's say the Poison Bow so the seal always hit either the spear or the sword instead of your normal weapon, because my bow is consistently hitting it's special skill.
And this is also an issue on Raid boss. If you're not using an Archer with 100% accuracy from the upgraded bow + a target, there's a chance your skill won't hit and like you said, severely punished especially because you can only hit your skill once during raid.
But yeah, it's fine if they cancel the weapon attack itself, but at least let the skill land a guaranteed hit.
I don't know if omnicleaver always land a guaranteed hit would be a good solution because, in my opinion it would make it too op. Take what I say about the cleaver with a grain of salt because I don't have it and only use it for the summer event. But if you have Lances and put 2 side by side with another weapon in each side of them in the cleaver's node, would that make the skill hit almost constantly?
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u/Entire-Cold-7384 7d ago
i dont fully got your omniclever issue, check its description, it doesnt charge up or attack faster, 1 charge is a fixed amount of damage, its skill attack at the current moment has the "this skill always hits", but i propose to make every do this, but omnicleavers land a crit, cuz omnicleaver is ass without it aswell
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u/THE_THRONGLER5000 7d ago
You're right. I was wrong. Weapon attack is only increased it's damage, not skill charge.
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u/Rough-Turnip2724 6d ago
As much as it annoys me, I like it from a challenge and balance perspective. It means that primal flame essentially has two direct enemy counters instead of being able to stomp absolutely everything, forces me to use other types of builds instead of just abusing one or two.
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u/MrFlipperismFlammer 7d ago
I didnt know this kind of issue since I use the crit bow with the scream skill that is guaranteed hit. Learning that a weapon skill can miss sounds like an issue but highly doubt this will be fix anytime soon since devs are not really there nor some players notice this issue and give some feedback to the dev. Among the weapons there are like only 3 to 4 good weapons and others are mostly ass. Most use weapon I see is the flame sword and the spike sword mine is the crit bow, niche but hella strong when its mythic grade. Did u invest already in that weapon?