2017 Weapons Overhaul: Feedback

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Taziar
Posts: 961
Joined: Sat Mar 21, 2015 10:28 pm

Re: 2017 Weapons Overhaul: Feedback

Post by Taziar » Sat Nov 04, 2017 11:59 pm

I dislike the removal of all the 1.5 handed long blades to 1 handed only. I understand that the reasoning was to keep distance between the 2 handed ABS swords. But with the inherent weight difference between the two types already accomplishing this, no ABS player would use a 6 lbs sword. The removal just took away a slight advantage to damage (with the malus of the total removal of defense when removing shield) for any other type.

Long blades should be the most played weapon type in game, just behind spears due to both of their relationships to the books. The removal of 2 handed combo long blades was a mistake in my opinion. They should have been balanced instead.

Outside of the recent changes one thing I had always wanted to see is that all 1 handed and 1.5 handed spears gain the ability to be thrown, but 2 handed spears not be able. Very few of the spears are able to be thrown as it is.

Rig
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Location: JESUS

Re: 2017 Weapons Overhaul: Feedback

Post by Rig » Sun Nov 05, 2017 1:49 am

Maegon wrote:Did anyone else feel like Malf damage got upped? It certainly seemed higher than I ever remember, and now we also have the fc hp cap. I haven't gotten to play enough variety to judge the other weapons.
If Malf is going to get downed in any way, Justice needs to be downed as well. That fuckin sword frags through shiners. Dumb.

Zangief
Posts: 191
Joined: Fri Apr 10, 2015 1:17 am

Re: 2017 Weapons Overhaul: Feedback

Post by Zangief » Sun Nov 05, 2017 1:50 am

Maegon wrote:Did anyone else feel like Malf damage got upped? It certainly seemed higher than I ever remember, and now we also have the fc hp cap.
I tested it and it didn't get upped that I saw. Just seeing ouch messages more because all channies are in the hp threshold to get ouched now.

Decrepit
Posts: 105
Joined: Tue May 19, 2015 3:36 pm

Re: 2017 Weapons Overhaul: Feedback

Post by Decrepit » Sun Nov 05, 2017 7:38 am

#MakeClubsGreatAgain

Jonny
Posts: 59
Joined: Sat Aug 29, 2015 10:03 am

Re: 2017 Weapons Overhaul: Feedback

Post by Jonny » Sun Nov 05, 2017 9:56 am

Stick to what I know - short blades & pine jav (no comment on other javs that might stab not branched out yet). Excellent balancing act last time around. Difficult choices to make based around whether you want to emphasis damage, ob or pb. Numerous choices and you can be successful with all of them, allowing for weakness in some areas and strengths in others.

In reference to steel sai, the inherent prac bonus means it needs to have a malus worked in elsewhere. PB and/or OB could be increased in a minor way, but it has to be accepted that putting it on par with stats of the better 1h daggers is not the right call. The damage for the record is not bad and on par with some of the 1h dagger choices, but another choice would be leaving the clearly inferior pb and not great ob as they are and bumping it a fraction in damage. It is not a hugely attractive option currently, but I would suggest probably the hardest of all the short blades to find the sweet spot for.

Probably one of the easier classes to balance overall, but a job well done imo.


Finally, as someone running around in dodge on a non master character, my experience is that dodge is effective if played with care but I'm a long way from unbashable. Not to say certain bashing weapons can't stand to be corrected, but do have a thought for unbonused players when doing so, rather than focusing on countering bonused masters who have great survivability in dodge and on foot and making life difficult for the average joe in the process.

stark
Posts: 56
Joined: Sat Aug 26, 2017 4:03 pm

Re: 2017 Weapons Overhaul: Feedback

Post by stark » Sun Nov 05, 2017 5:21 pm

Weir wrote:It doesn't, according to the wikia. It has the same stats as the I&G, at 4d8, which is a lot less consistent.
Wiki is often very, very out of date. Hress' data is way more reliable.

I think the scimitar is fine. It's 1.5 dmg avg lower than wsl but 2.5 lbs lighter, and it's kind of the only real option for non-master 1h combo (that and saw-toothed). 13 lbs bash still means you'll miss plenty vs more dodgy combo types (110db+). So it does well versus abs, but that's about it. That sounds like a reasonable setup to me. I think long blades in general are great, lots of versatility there. The problem is that like a lot of things in this game, when it's wielded by a master it feels like the dmg is a little out of hand, especially when combined with attack / other perks. I think this is something that we'll always struggle with as an older game that has a ton of masters.

Overall I think the balancing job has been really great. I do think clubs could use slightly more dmg, and that medium blades are still kind of confusing... but I agree with Eol that they probably always will be.

Iskveri
Posts: 53
Joined: Sat Oct 17, 2015 2:55 pm

Re: 2017 Weapons Overhaul: Feedback

Post by Iskveri » Sun Nov 05, 2017 7:11 pm

It wouldn't be so hard to balance weapons if things went back to what they were, with each weapon class having between 5-10 weapons instead of 20+. With time, imms tossed new weapons on their pet project smob additions and it screwed up weapon balance badly. Fencing is a perfect example of what every weapon class should be. It's got around 8 different options, a clear hierarchy and a defined goal with strengths and weaknesses.

No 20 weapons. No multiple top-tier choices. No muddied, unclear definition. Prune off all the useless chaff, figure out what the hallmarks of the class are and make a clearly-defined hierarchy. No 20 sblades. No 18 lb longblades. No 180 ob axes. No sblades with the parry of fencing blades. Etc. Etc. Etc.

Treach
Posts: 226
Joined: Mon Feb 27, 2017 10:23 am

Re: 2017 Weapons Overhaul: Feedback

Post by Treach » Mon Nov 06, 2017 3:44 am

My only comment is to give us a brief summary of the changes. Don't need hard numbers but just a guide as to what is good for what.

Firimei Lang
Posts: 1268
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Location: UK

Re: 2017 Weapons Overhaul: Feedback

Post by Firimei Lang » Mon Nov 06, 2017 6:29 am

Iskveri wrote:It wouldn't be so hard to balance weapons if things went back to what they were, with each weapon class having between 5-10 weapons instead of 20+. With time, imms tossed new weapons on their pet project smob additions and it screwed up weapon balance badly. Fencing is a perfect example of what every weapon class should be. It's got around 8 different options, a clear hierarchy and a defined goal with strengths and weaknesses.

No 20 weapons. No multiple top-tier choices. No muddied, unclear definition. Prune off all the useless chaff, figure out what the hallmarks of the class are and make a clearly-defined hierarchy. No 20 sblades. No 18 lb longblades. No 180 ob axes. No sblades with the parry of fencing blades. Etc. Etc. Etc.
I have to agree. It was simpler then. Ok nice changes and additions keep it fresh. Although there needs to be a balance.

Balour
Posts: 12
Joined: Sat Sep 30, 2017 12:31 pm

Re: 2017 Weapons Overhaul: Feedback

Post by Balour » Mon Nov 06, 2017 9:57 am

I really don't like the change to the two handed parry long blades. Sure everyone and their brother used them, but everyone and their brother used swords in the books too. Unless you were a pikesman or an Aiel. Now everyone is just going to either play tridents and combo or something else. With 2h parry blades there was more versatility in the game as far as practices are concerned. You could do more with your build.

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