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Dual Wield and Greatweapon balance

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Sigimund
Posts: 658

Re: Dual Wield and Greatweapon balance

Post#161 » Tue Jan 19, 2016 8:07 pm

Perhaps make it 10% parry?

Then the loadout options are simply offensive melee (2H/DW), defensive melee (shield), ranged (bow/gun) and caster (everything else).

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bloodi
Suspended
Posts: 1725

Re: Dual Wield and Greatweapon balance

Post#162 » Tue Jan 19, 2016 8:09 pm

Penril wrote: Because 10% block strike through is useless, and pretty much everyone agrees on that (SnB tanks are the last targets you want to attack).

The only idea that was shelved for now, was making it a +10% parry strike through. I'm ok with that, though i disagree with Bretin. If it is being shelved, might as well give other suggestions. Now, a 10% dodge buff? It won't increase burst at all, and it actually helps 2H classes (the biggest threat to a 2H tank is usually ranged damage, and Pouncing WLs can get away from melee but not from ranged enemies).
Maybe i am getting it wrong but no, the entire idea of buffing 2h was shelved, here is the relevant part:
Bretin wrote:Why is 2h not way worse than dual wield?
Well it is about the difference of burst and sustain dmg. The last is doing more dmg in the long run but does that kill a healed guarded target? Slowly in the best case. ( anything else can only be described as a l2p issue sry)
2h needs! to do less dmg (over time) than dual wield because of its different approach.
High dmg in a short period of time is harder to outheal, riskier, enables plays (like guardkick) and should grant a higher reward (kill). High risk high reward.
So the point is not burst, is that 2h needs no buff and its balanced, this is further reassured by his posts about how it has better burst both opening and over 10 seconds and only later dual wield becomes better. The fact that i think its all untrue is a different matter but hey.

We can be here all day proposing random things but they are all going to be shut down by the same thing, 2h needs no buffs because it already has its advantages, if you dont disprove that, i dont see how still giving more random buffs does anythhing.

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TenTonHammer
Posts: 3806

Re: Dual Wield and Greatweapon balance

Post#163 » Tue Jan 19, 2016 8:19 pm

2h isnt balanced, its inferior in every way to SnB and everything a tank does with 2h they can do more or less just as well with SnB dps spec

what a tank drops/loses for more or less "laughable burst" when compared to the burst that can be done by real mdps is lack luster when all they get is 1 or 2 melee train assist abilities

ttk vs a tank even with 2h sholdnt be 10s especially not in group play


maybe 1v1 but not in grps where iirc 6v6 became protracted fights
Last edited by TenTonHammer on Tue Jan 19, 2016 8:23 pm, edited 1 time in total.
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Penril
Posts: 4441

Re: Dual Wield and Greatweapon balance

Post#164 » Tue Jan 19, 2016 8:21 pm

Fair enough Bloodi.

Penril
Posts: 4441

Re: Dual Wield and Greatweapon balance

Post#165 » Tue Jan 19, 2016 8:23 pm

TenTonHammer wrote:2h isnt balanced, its inferior in every way to SnB and everything a tank does with 2h they can do more or less just as well with SnB dps spec

what a tank drops/loses for more or less "laughable burst" when compared to the burst that can be done by real mdps is lack luster when all they get is 1 or 2 melee train assist abilities
It has been mentioned several times, but apparently a little more white damage is as useful as a 5 sec KD, Hold the Line, Destined for Victory, You seez me block dat, Dirty Tricks, etc.

Maybe a new thread should be made, titled "how to improve 2H tanks". Then again, some tanks have nice 2H-only tools as well.

/shrug

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TenTonHammer
Posts: 3806

Re: Dual Wield and Greatweapon balance

Post#166 » Tue Jan 19, 2016 8:25 pm

yay

who ever wrote that either dosnt know the true power of those abilites/tactics or are just bsing
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magter3001
Posts: 1284

Re: Dual Wield and Greatweapon balance

Post#167 » Tue Jan 19, 2016 8:25 pm

Penril wrote:*cough*10% dodge/disrupt for 2H*cough*
I think that only makes too much sense. DW = parry, S+B = Block, and 2H = dodge/disrupt. Don't know why the original devs didn't just do that :/
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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TenTonHammer
Posts: 3806

Re: Dual Wield and Greatweapon balance

Post#168 » Tue Jan 19, 2016 8:35 pm

no its too much of a buff to WL's who could kill sorcs even better

;)
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Tesq
Posts: 5713

Re: Dual Wield and Greatweapon balance

Post#169 » Tue Jan 19, 2016 8:47 pm

dual weild is a tons of times better than 2h i still dont know how this stuff didn't get understood over 5 years, the burst some ppl are calling for is based on the fact that 2h x skill to half more of 1h weapons x skill, which would be fine IF there wasn't a 2nd hand proc chance.


25% mean (i remember it's implemented in this way or maybe was 20 % chance, few diff anyway) that every 4 hits you gain 1 auto attack which mean staticaly if 1h do 100 damage and 2h 150

that after 4 hits you have done 100x4 + 100=500 vs 600 of x4 2h hits

So mathematically this is what all the differenc is about 100 dps VS 10% PARRY

BUT WAIT THERE IS MORE !!!
anyone heard of procs!?
anyone heard of crits!?

MORE hits you do MORE chances to proc and crit you have which SCALE RETARDED OP with auto attack speed increase (skills/ tactics/ sov bonus). Let's say you need 5-10 sec of focus to bring down 1 target if you ST him. what do you think would be the crit + proc ratio with 2h vs a dual weild? you do not need be a smart one to answer the question...

The fact is that dual weild may be balanced with 2h as concept but the synergy with other stuff make dual weild reign, which is even more true when you have a classes like choppa that have auto attack skill or slayer that have a 50% **** auto attack speed tactic THAT DO NOT require crit!!!!

This NOT mean 2h need mandatory an offensive boost, as bretin pointed out about white lion.

It's better improve 2h solution class x class and/or nerf dual weild removing chance to proc from 2nd 1h auto attack or totally remove the 2nd weapon chance to proc auto attack. Or also give a defensive bonus as 10% dodge to 2h ( sy no 10% disrupt make no sense).

I hope now the matter is more clear cheers!!
Last edited by Tesq on Wed Jan 20, 2016 12:21 am, edited 3 times in total.
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magter3001
Posts: 1284

Re: Dual Wield and Greatweapon balance

Post#170 » Tue Jan 19, 2016 8:54 pm

TenTonHammer wrote:no its too much of a buff to WL's who could kill sorcs even better

;)
They can already kill sorcs easily... not gonna change anything :lol:
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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