some thoughts and ideas about weapons
Posted: Wed Dec 18, 2019 7:40 am
this game is quite fancy about magic and stuff but imo there is a problem with the ordinary, mundane weapon in it
for one, there are three types of weapon right now that are united by one weapons mastery - swords, maces and axes
they are literally no different from each other - they use the same mastery, they use the same stat, they have the same stat for base damage multiplier, they have the same dual wield limitations (greatswords, greatmauls and battle axes are two-handed, waraxes, longswords and maces cannot be wielded off-hand unless you play reaver/giant), their only difference it's their names i.e. flavor and some accuracy bonus which counts differently for them, overall they look like the very same weapon with different names
then, this game really lacks the most historically common weapon, which also would probably be the first weapon of choice of anybody who wants to slay a monster without going too close to it (consider saint george (: ), yes, i mean spears. the only polearm in the game it's tridents, those have the same stat and multiplier like other two-handed weapons, but at least they use a different mastery...
also while the dual wielding system in tome4 is somewhat realistic (daggers were the actual off-hand weapon that was widely used historically after all, and they are the main off-hand weapon in the game unless you are a reaver/giant where it fits the theme or use a whip which is fancy), but still, many people prefer, at least for a while, to dual wield daggers because, well, you will need to train only one mastery - dagger mastery, instead of two - dagger mastery and weapons mastery, and since overall daggers do a similar damage to one handed weapons there is little initiative to go sword and dagger, even marauders dual wield two daggers very often
so, what i propose -
1) to differentiate swords, axes and maces in some way even if they use the same mastery, like different damage multipliers, different mix of stats (instead of pure strength for all of them), different limitations (i doubt people back then used to commonly wield a dagger with an axe or a mace, those weapons i believe were used with a shield)
2) to introduce spears, maybe with a whole class about their usage (knight/lancer/spearman theme)
3) to give a bit more initiative to go sword and dagger (but without forcing, say, normal-sized rogues to abandon their dual daggers which is cool for them) or maybe to introduce a class that is about using sword and dagger (duelist theme)
for one, there are three types of weapon right now that are united by one weapons mastery - swords, maces and axes
they are literally no different from each other - they use the same mastery, they use the same stat, they have the same stat for base damage multiplier, they have the same dual wield limitations (greatswords, greatmauls and battle axes are two-handed, waraxes, longswords and maces cannot be wielded off-hand unless you play reaver/giant), their only difference it's their names i.e. flavor and some accuracy bonus which counts differently for them, overall they look like the very same weapon with different names
then, this game really lacks the most historically common weapon, which also would probably be the first weapon of choice of anybody who wants to slay a monster without going too close to it (consider saint george (: ), yes, i mean spears. the only polearm in the game it's tridents, those have the same stat and multiplier like other two-handed weapons, but at least they use a different mastery...
also while the dual wielding system in tome4 is somewhat realistic (daggers were the actual off-hand weapon that was widely used historically after all, and they are the main off-hand weapon in the game unless you are a reaver/giant where it fits the theme or use a whip which is fancy), but still, many people prefer, at least for a while, to dual wield daggers because, well, you will need to train only one mastery - dagger mastery, instead of two - dagger mastery and weapons mastery, and since overall daggers do a similar damage to one handed weapons there is little initiative to go sword and dagger, even marauders dual wield two daggers very often
so, what i propose -
1) to differentiate swords, axes and maces in some way even if they use the same mastery, like different damage multipliers, different mix of stats (instead of pure strength for all of them), different limitations (i doubt people back then used to commonly wield a dagger with an axe or a mace, those weapons i believe were used with a shield)
2) to introduce spears, maybe with a whole class about their usage (knight/lancer/spearman theme)
3) to give a bit more initiative to go sword and dagger (but without forcing, say, normal-sized rogues to abandon their dual daggers which is cool for them) or maybe to introduce a class that is about using sword and dagger (duelist theme)