Players should start with the best possible non-ego weapon
Posted: Sun Sep 18, 2011 3:08 pm
After playing a rogue wielding iron daggers for a little while I was seriously annoyed by the low damage output in the early game. This limited my play to such an extend that the game was no longer enjoyable (And I just cheated and made me some voratun daggers. I could have gone to town and back to buy some, or I could just press ctrl+q to open the debug menu. What is the difference?).
Most melee classes suffer from low damage in the early game (and that scales up to very high damage because most skills have multipliers instead of adding damage). This is imho a serious balance problem and a design flaw. The only real solution to this is changing some of the multiplier into addition.
The very least we can do is let all players start with the best available non-ego weapon they can equip at character birth (a rogue with 16+ dex should start with steel daggers and not iron daggers). Some race/class combo's might not reach the requirement for steel weapons, and I think it would be fitting for these players to get the incredibly crappy iron weapons. I would like to emphasize the fact that these iron weapons are really really bad.
Most melee classes suffer from low damage in the early game (and that scales up to very high damage because most skills have multipliers instead of adding damage). This is imho a serious balance problem and a design flaw. The only real solution to this is changing some of the multiplier into addition.
The very least we can do is let all players start with the best available non-ego weapon they can equip at character birth (a rogue with 16+ dex should start with steel daggers and not iron daggers). Some race/class combo's might not reach the requirement for steel weapons, and I think it would be fitting for these players to get the incredibly crappy iron weapons. I would like to emphasize the fact that these iron weapons are really really bad.