Well one interesting idea could be to give 2h weapons "10% guard pass through" weakening the effect on guard making guard only do a 60/40 split rather than 50/50 - rather than block or parry pass through. Although then this would apply to ALL 2H not just tank 2H... So IDK if that would fix it or if that would be difficult to "code"....Azarael wrote:I think first you need to set out a clear concept of what you expect a 2h tank to do and what you expect a S&B tank to do. You also need a solid means of dealing with the Guard problem, as tanks are valued because of their Guard, and 2h tanks must have some means of weakening the effect of an enemy Guard if they are forced to weaken their own through loss of shield and stacking def - be this either through superior damage when they reach the target (as tanks will generally speaking be lacking mobility) or through unique interaction.
A no-brainer first split would be to ensure that there are limits or buffs applied such that no tank can be optimally played as DPS with a 1 hander. 1 handed weapons on tanks should simply not be capable of generating the same damage as a two-handed weapon or anywhere close while retaining Block and access to shield skills.
Conceptually speaking, you could model 2h tanks around primarily offensive effects and s&b tanks around primarily defensive ones, and possibly have some abilities (like kicks?) recognize that a 2H is going to generate more power than a 1H and should be capable of a better effect (it's pretty insane that you're able to super punt people with a bloody one handed sword). This is just an idea though.
Also - drop the idea of using FO as a mandatory super-tactic. Playstyle shifter tactics are a design flaw and should be handled by toggle abilities.
Punt is a great way to temporarily remove guard from someone however I dont see many 2H knights running super punt (even if it were 2H restricted) just because there are too other "mandatory" tactics it seems... The length of basic punt is a little lack luster however.... There is only 1 map Punt is really even used.... I guess if you really wanted to go this route then I would probably suggest this:
(Knight Example) Banish Darkenss: Requires a 2h. Repel Darkenss will send the victim flying even further away and leave the target prone for 2 seconds upon landing. Repel Darkness can no longer be defended against.
Now it would be a useful guard-break + CC that would KEEP the tank out of guard range long enough to try and kill the guarded target. This would be a load of fun too.
Issue regarding 1h damage is that there frankly isnt much damage difference between a 1h and 2h... So a 1H can stack pure STR and deal 90%+ the same damage as a 2H but picks up the ability to block... II guess I dont get your comment about "play-style shifter" since it already is one... IF you dislike them, then why not change it to something useful?
Well a "no brainer" here to me would be to atleast make it "match" the other %s of similar nature - meaning a 25% increase to damage with a 20% loss of armor. Atleast it might be "less useless" if someone really wanted to spec for this... Since you would be giving up a little less armor but atleast get a modterate damage increase.Idrinth wrote: Regarding super tactics, FO might need to be tweaked a tiny bit, mostly since the return is relatively low for the cost. Might be a case of a few percentage points more armor left tbh. Distributing the "super" among less used tactics might be an option tho, would still give more options without increasing the power to much.