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Dual Wield and Greatweapon balance

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th3gatekeeper
Posts: 952

Re: Dual Wield and Greatweapon balance

Post#291 » Fri Mar 04, 2016 4:55 pm

loopgru wrote:After reading through this 20(!) page novel, some thoughts:

Re: 10% parry strikethrough:

- For Choppa / Slayer, I don't think it would push 2H to a point of balance with DW due to a lack of parry, proc frequency, and crit frequency, but it would be a welcome iterative improvement.

- For WL, this seems straightforward- if a baseline change to 2H helps the game but leaves them overpowered, make the baseline change and tweak the WL base stats to balance back to where it was.

- For 2H WP, this would be nice but a very small drop in a very leaky bucket.

- For tanks, while nice, I don't see this mattering a hill of beans.

On 2H Tanks:

In WAR, tanks by virtue of being tanks lack the necessary tools to really shine as damage dealers- you don't see them with any of the other nice little tools of murderin' that dedicated mDPS have- detaunts, effective gap closers, CC immunity, etc. So even if their burst damage were massively overtuned, they'd still be in a position to plod into enemy ranks as giant targets taking everything on the chin while taking substantially more damage than a medium armored mDPS.

I love the giant armored greatweapon motif as much as anyone, and I would dearly love to see it viable here, but I just don't see that changing here without a much more substantial (and risky, from a balance of perspective, and resource-intensive to design & implement) overhaul.

Edit:

An idea. Generally if someone is swinging a 2H instead of DW it's because they want to see Big Numbers. So instead of a minor tweak to strikethrough, how about a tweak to crit damage multipliers? Emphasizes the risk-vs-reward that the playstyle grants and- in my mind, anyway- makes thematic sense. Big weapons hit harder.

Ok, so I read through the entire thread, as well as did some google search regarding other games and how they treat DW vs 2h AS WELL AS some light reading on how these two styles were ACTUALLY used in real life, and I dont have a concrete suggestion but maybe will help move this topic along....


This is according to wikipedia and a good summary of the concept of 2H fighting:
"The greater length of the weapon would also help when fighting more heavily armed opponents, since an attack can be executed with considerably more force due to the length of the weapon."

the two-handed sword was an ideal weapon for protecting the standard bearer or a breach since a Doppelsöldner armed with one could fend off many attackers by using moulinets. ( A moulinet is often composed of a parry, usually prime or seconde, moving thence into a circular cut.)

So according to this, I can see something like this: 2H weapons provide 5% armor passthrough and 5% Parry. (This would not buff the WL as much considering it deals mostly Spirit Damage. Same with SM as they deal spirit damage) But would infact boost physical damage SOME, most likely not against casters who have low armor, but against heavily armored opponants. 5% parry would significantly help the tanks.


Now, DW. According again to the InterWebz
"he use of two weapons simultaneously confers no notable advantage to the user as compared to more conventional means such as using a two-handed weapon or a one-handed weapon and a shield. "

It ALSO states: "The main advantage of using two weapons is the user can use one as a holding weapon after contact is made and use the other to attack the open area of the opponent. "

Another place "we can assume that those who have one handed training with short swords and daggers may have more skill (and flexibility). Because dual wielding will always lack the inherit strength of a large one handed weapon, dual wielders need to be much faster instead. "

So it seems some OPTIONS here would be: +10% dodge or even a mix of +5% dodge and +5% Disrupt. OR possibly some sort of passive movement like: +5% dodge and +5% run speed.

As for a DW VERSUS 2H discussion:
"Consensus generally favours the single larger sword, though there are dissenting opinions (armour levels make a difference too)." - Which if we go with SOMETHING of the above, it seems that DW would be more effective against squishy targets suchs as ranged dps.

Where as 2h Weapons will be better suited for melee fights. This increases the damage of 2H melee attacks - something desired it seems as well as provides 2H tanks a little more "defenses"

It makes DW classes slightly weaker toe to toe but better in defending against ranged attacks - which is more realistic given the mobility advantage they generally have.


Thoughts?
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

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mursie
Posts: 674

Re: Dual Wield and Greatweapon balance

Post#292 » Fri Mar 04, 2016 5:11 pm

I did some simulation fights outside against a fence post using two table knives and then one large meat carver knife.

I did feel like I had more dodge chance when yielding the two table knives...but i also felt I dealt considerable more damage to the fence post with the meat carving knife.

I plan to update wikipedia with these results as well. Overall - they seem to be in consensus with your findings.

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th3gatekeeper
Posts: 952

Re: Dual Wield and Greatweapon balance

Post#293 » Fri Mar 04, 2016 5:21 pm

mursie wrote:I did some simulation fights outside against a fence post using two table knives and then one large meat carver knife.

I did feel like I had more dodge chance when yielding the two table knives...but i also felt I dealt considerable more damage to the fence post with the meat carving knife.

I plan to update wikipedia with these results as well. Overall - they seem to be in consensus with your findings.
Ok good, because I was just doing some drawing with 2 smaller crayons and 1 larger crayon and felt the larger one did leave a thicker line however felt more "nimble" with the two smaller crayons.

Make sure to add that to your wiki update as well :)
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

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mursie
Posts: 674

Re: Dual Wield and Greatweapon balance

Post#294 » Fri Mar 04, 2016 5:23 pm

th3gatekeeper wrote: Ok good, because I was just doing some drawing with 2 smaller crayons and 1 larger crayon and felt the larger one did leave a thicker line however felt more "nimble" with the two smaller crayons.

Make sure to add that to your wiki update as well :)
Ok - now you're just being silly!

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th3gatekeeper
Posts: 952

Re: Dual Wield and Greatweapon balance

Post#295 » Fri Mar 04, 2016 5:48 pm

mursie wrote:
th3gatekeeper wrote: Ok good, because I was just doing some drawing with 2 smaller crayons and 1 larger crayon and felt the larger one did leave a thicker line however felt more "nimble" with the two smaller crayons.

Make sure to add that to your wiki update as well :)
Ok - now you're just being silly!
And you werent? :P

On a serious note, doing more reading about all of this, and actually its just common sense. Many times "duel weilding" actually DECREASES your chance to parry if you are using medium to full length weapons. The only time it provides an increase in "parry-ability" is when specifically wielding a short parry-specific weapon. This also would NOT help parrying a great weapon (2h) either BTW since the force generated by a 2H weapon cannot be "parried" with 1 hand.

So it does seem from a "realistic" perspective here, that DW = Parry is just flat out false. In actuality 2H = parry is true as well as 2H = more damage against higher armor targets is true.

My only point in suggestions a switch from DW = Parry to something like dodge/disrupt/movement is to atleast give SOME benefits to DW otherwise 2H wiill just be "the way to go"

However I think a mere 5% armor passthrough would end up balancing out some of the increased DPS from DW because of procs - so it would put them "on par" damage wise.

As for defensively, comparing the proposed 5% parry to whatever the DW is provided (5%dodge5%disrupt or 5% dodge5%movement etc) I think maybe thats where DW would "stand out more" and provide an advantage against other classes.

Do you want to be a "front lines MDPS"? Then 2H might be better. Or if yo u want to try and go "back lines" then maybe DW is better etc etc. So it has its own "tactics-playstyle" built into the concept of the weapons.
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

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Gobtar
Posts: 799

Re: Dual Wield and Greatweapon balance

Post#296 » Fri Mar 04, 2016 5:58 pm

th3gatekeeper wrote:
As for defensively, comparing the proposed 5% parry to whatever the DW is provided (5%dodge5%disrupt or 5% dodge5%movement etc) I think maybe thats where DW would "stand out more" and provide an advantage against other classes.

Do you want to be a "front lines MDPS"? Then 2H might be better. Or if yo u want to try and go "back lines" then maybe DW is better etc etc. So it has its own "tactics-playstyle" built into the concept of the weapons.
Or we can go the complete opposite direction and do away with both secondary effects of the weapons. Two hander has more burst potential, 2xHand weapons has more sustained damage and better chance of procs. This by itself seems balanced. the 10% parry seems to come in and mess up this balance, and the strikethrough of block is a bit of an after thought. I felt that they achieved the +2S(2h) vs +1 A( 2xwep) perfectly and then decided to get 'mythic fancy'. I dunno.
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freshour
Banned
Posts: 835

Re: Dual Wield and Greatweapon balance

Post#297 » Fri Mar 04, 2016 6:03 pm

Oh Oh Oh I know I'll take someone trying to use logic and other games with similar mechanics and then make a sarcastic remark to further cover up the fact that he does make perfect sense. Whatever I can do to not buff the hoard of WL's and maintain a defensive and offensive edge over 2h weapon users will be done.

Go troll somewhere else lol. I mean if you are really still trying to deter this topic from being logical with those comments I appreciate the attempt at humor, but there were already enough stupid things said. Heaven forbid if using a 2h actually had some merit to it and would cause people to have to make a choice in the matter.

As it stands, block strikethrough might as well not even be on the weapons as it does nothing. 10% parry however is a massive increase in overall defensive capabilities combined with "potential" to do significantly more damage with spells/abilities/prayers that add X damage to each hit.

Obviously there is something that isn't right here. So rather than try and troll and quiver in fear that you might not have as much of an advantage anymore. Maybe contribute something rational/logical to the conversation.

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TenTonHammer
Posts: 3806

Re: Dual Wield and Greatweapon balance

Post#298 » Fri Mar 04, 2016 6:04 pm

once again the problem

your buffing Chops, slayer and wl



now what gob said, remove the 10% parry and most choppas and stuff will re roll 2h proably

minor nerf to ID slayers....maybe

i honestly would love to try it

gatekeeper is right about the assertion that faster aa and procs alone make dw better but more burst from 2h makes it equal
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Gobtar
Posts: 799

Re: Dual Wield and Greatweapon balance

Post#299 » Fri Mar 04, 2016 6:07 pm

@ Freshour: who are you addressing, I am pretty sure it's not me.
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freshour
Banned
Posts: 835

Re: Dual Wield and Greatweapon balance

Post#300 » Fri Mar 04, 2016 6:35 pm

@ Gobttar - You use words and things that mean things. Not epic stories of dual wielding butter knives and epic LARP'ing you do on the weekends.

So no, not you. Promise

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