Differentiating weapons
Posted: Wed Nov 24, 2010 4:45 am
Merging the various weapon talents into one was a good idea, but now we have virtually no differentiation between swords, maces, and axes. Not that the talents really made them different, but they did push you (in a bad way) towards considering one over another for a given character. Ideally, what we'll have is weapon preference determined by class mechanics, talent choices, and play style without a player simply having to invest in a weapon type and then feeling forced to stick to it for the rest of the game.
Currently there's a very slight difference between most of the melee weapon types. These differences are just in power, armor penetration, and crit chance. Magnifying those differences is not a good way to differentiate the weapons, as you would have to make some drastic changes just to get to the point where the weapons feel different. What I propose is that each weapon type gets a small talent tree. All melee characters have all these talent trees naturally, but cannot spend talent points or category points in them. Rather, points in these trees come from equipping various melee weapons. For example, wielding a mace would add points to talents in the mace talent tree for as long as the mace is wielded. As for which abilities get points and how many, that depends on the design of the mace. (See this post). A cudgel (weakest mace design) only adds a single point to the first mace ability, while a flanged mace (strongest mace design) might add two points to all three mace abilities. These talent trees thus differentiate not only weapon types, but weapon designs within each type.
Here are some possible talent trees. The exact numbers aren't vital at this point. Heck, the exact effect isn't vital. These will almost certainly have to change somewhat for various reasons (overpowered, underpowered, boring, impossible to code, etc.) before being implemented. All trees have three talents: a sustain for the first, a timed buff for the second, and a potentially multi-target attack for the third. All abilities take no resources, but they do have cooldowns and take a turn to activate.
Swords
Defensive posture (sustained): While sustained, prevents you from performing regular attacks, but still allows talent use. Slows movement speed by some percent to prevent cheesy shoot-and-scoot type tactics. Every melee talent that you land on a given target causes you to gain an X% chance to parry the next melee attack made by that target. X can scale up to 100. Ideal for confronting that melee boss one-on-one.
Pinpoint accuracy (activated): All attacks and targeted talents made in the next X turns are automatic hits
Lunge (activated): Performs an attack with a range of two, potentially hitting two lined-up targets. Damage is X% of regular weapon damage. X can scale up to 100.
Maces
Stunning blows (sustained): While sustained, improves duration of all stuns landed. Prevents you from performing regular attacks, but still allows talent use. Ideal for character builds that include multiple stuns.
Concussion (activated): All attacks made in the next X turns slow the target by Y% for Z turns. Not cumulative.
Overwhelm (activate): Melee range. Causes you to smash your opponent backwards, doing X% increased damage. You move forward to fill square previously occupied by opponent, and they move back one square. If the target cannot move backwards, you don't move, either. If an NPC prevented the movement, then the damage from the attack is split between the target and the obstacle. If a wall or other immobile object prevented the movement, then the attack does 50% more damage. Lots of interesting tactical potential here.
Axes
Shearing blows (sustained): While sustained, increases critical hit damage by X%. Prevents you from performing regular attacks, but still allows talent use. Ideal for character builds that include some degree of control over crits.
Butchery: All attacks made in the next X turns ignore Y% of the target's armor. Y can scale up to 100.
Cleave: Melee range. Hits the target and one other NPC with a normal attack. The additional NPC must be adjacent to both you and the target.
I've attempted to give each of the weapons a sort of 'feel' with these trees. Swordsmen have the finest control over the ebb and flow of a fight. Mace-wielders are all about battering their foes senseless. Axe-wielders simply butcher things.
As I said at the beginning of this post, we'd like a player's choice of weapon to be determined by class mechanics, talent choices, and play style. I think that the options opened up with this system would accomplish that.
Fun idea: snip Weapon Mastery down to five points and make up for the damage nerf by including the character's Weapon Mastery talent level in the formulas for all these weapon-specific abilities.
Currently there's a very slight difference between most of the melee weapon types. These differences are just in power, armor penetration, and crit chance. Magnifying those differences is not a good way to differentiate the weapons, as you would have to make some drastic changes just to get to the point where the weapons feel different. What I propose is that each weapon type gets a small talent tree. All melee characters have all these talent trees naturally, but cannot spend talent points or category points in them. Rather, points in these trees come from equipping various melee weapons. For example, wielding a mace would add points to talents in the mace talent tree for as long as the mace is wielded. As for which abilities get points and how many, that depends on the design of the mace. (See this post). A cudgel (weakest mace design) only adds a single point to the first mace ability, while a flanged mace (strongest mace design) might add two points to all three mace abilities. These talent trees thus differentiate not only weapon types, but weapon designs within each type.
Here are some possible talent trees. The exact numbers aren't vital at this point. Heck, the exact effect isn't vital. These will almost certainly have to change somewhat for various reasons (overpowered, underpowered, boring, impossible to code, etc.) before being implemented. All trees have three talents: a sustain for the first, a timed buff for the second, and a potentially multi-target attack for the third. All abilities take no resources, but they do have cooldowns and take a turn to activate.
Swords
Defensive posture (sustained): While sustained, prevents you from performing regular attacks, but still allows talent use. Slows movement speed by some percent to prevent cheesy shoot-and-scoot type tactics. Every melee talent that you land on a given target causes you to gain an X% chance to parry the next melee attack made by that target. X can scale up to 100. Ideal for confronting that melee boss one-on-one.
Pinpoint accuracy (activated): All attacks and targeted talents made in the next X turns are automatic hits
Lunge (activated): Performs an attack with a range of two, potentially hitting two lined-up targets. Damage is X% of regular weapon damage. X can scale up to 100.
Maces
Stunning blows (sustained): While sustained, improves duration of all stuns landed. Prevents you from performing regular attacks, but still allows talent use. Ideal for character builds that include multiple stuns.
Concussion (activated): All attacks made in the next X turns slow the target by Y% for Z turns. Not cumulative.
Overwhelm (activate): Melee range. Causes you to smash your opponent backwards, doing X% increased damage. You move forward to fill square previously occupied by opponent, and they move back one square. If the target cannot move backwards, you don't move, either. If an NPC prevented the movement, then the damage from the attack is split between the target and the obstacle. If a wall or other immobile object prevented the movement, then the attack does 50% more damage. Lots of interesting tactical potential here.
Axes
Shearing blows (sustained): While sustained, increases critical hit damage by X%. Prevents you from performing regular attacks, but still allows talent use. Ideal for character builds that include some degree of control over crits.
Butchery: All attacks made in the next X turns ignore Y% of the target's armor. Y can scale up to 100.
Cleave: Melee range. Hits the target and one other NPC with a normal attack. The additional NPC must be adjacent to both you and the target.
I've attempted to give each of the weapons a sort of 'feel' with these trees. Swordsmen have the finest control over the ebb and flow of a fight. Mace-wielders are all about battering their foes senseless. Axe-wielders simply butcher things.
As I said at the beginning of this post, we'd like a player's choice of weapon to be determined by class mechanics, talent choices, and play style. I think that the options opened up with this system would accomplish that.
Fun idea: snip Weapon Mastery down to five points and make up for the damage nerf by including the character's Weapon Mastery talent level in the formulas for all these weapon-specific abilities.