I think the "momentum as a near requirement" result is all to the good. Keep in mind that momentum does cost an ability slot; the fact that greatswords would let you take full advantage of your Str without it is a nontrivial advantage.
If you combine the strength idea with a change to momentum like the one I sketched in the other post, you'd help solve this problem too.
Maybe that other idea was too complicated, though. Maybe it'd be better if momentum were just capped at +2 effective Str at most. I think it needs to do that much because otherwise deathblades and 2 lb. longswords would suck. But there's no real need for it to do more.
If you lowered the average weight of bastard swords and greatswords by a pound apiece (to 3 lb. and 6 lb. respectively), that'd help a lot too.
Also, you know Sil better than me, but is the shield slot that big a deal? Outside of artefacts you get some protection or a resistance. In late game the resistance is important. But in mid game especially, marginal damage is huge in Sil because of enemy protection. The extra punch from a big two-handed weapon can double your damage output, sometimes more. That's usually worth the trade.
Of course, there's still taptap's idea of two-handed-only egos, and I'm all for more (and more common) 2h weapon artefacts. (One time someone mentioned making Narsil a light greatsword, for instance, since Elendil was so tall.)
do something about greatswords?
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These strength ideas are neat but I think they're barking up the wrong tree. Even if the heavy weapons were attractive for damage reasons, the thing that makes 1H so good is the shield slot has really amazing stuff that can go in there.
Momentum makes it even worse because you're not even forced to make the hard tradeoff between hands and damage if you don't want to. However, in a short game where you can't control what awesome stuff you find by grinding more, momentum is nice to have so that one can play reactively. (It also doesn't help that there are so many incredibly good 1H & 1.5H artefact swords + axes that seem to drop with very high frequency, whereas the greatswords and other hugeweapon arts all seem to be more rare and more tradeoffy. <3 calris <3 burkfelek <3 nogrod)Leave a comment:
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Momentum strengthened medium weight weapons, now I don't get why you propose to shift balance towards even lighter weapons as a remedy to make heavier weapons completely unplayable. Instead of weighing critical hits against strength bonus e.g. in a bow as is, you would just take your ultralight fibre-glass bow every time regardless how strong you are. Strength equipment would never be left behind and no one would ever feel again the joy of playing a strong char with a war hammer (http://angband.oook.cz/ladder-show.php?id=15180) or a 0-strength fencer... that would be a sad game.Last edited by taptap; August 18, 2014, 13:02.Leave a comment:
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Having two handing be a str modifier looks like the best solution proposed so far. If it needs to go further, here's some extra brainstorm.
Diminishing returns for str on weapons. It sounds like a lot of the problem is that weapons don't need to be heavy enough. Greatswords are 7 lbs, greataxes are 10, mattocks are 13. We need to use that weight.
.5 for first point, 1 for the second, 1.5 for the third, 2 for the fourth, etc.
So that's .5 lbs for 1 str, 1.5 lbs for 2 str, 3 lbs for 3 str, 5 lbs for 4 str, 7.5 lbs for 5 str.
It makes momentum less tempting for light weapons too, since it'd be easier to just take the minus to crit from a slightly heavier weapon comparatively.Leave a comment:
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Hence why it would need to be recalibrated. Re: your example, that would depend on the enemy's dodge score/potential crit resistance (again, it isn't like the critical hit numbers cannot be tweaked to account for 4-strength elves toting 1d9 daggers). What hard choices are you referring to? All other numbers being equal, the current system already encourages the player to go with the lighter weapon and Momentum/Rapid Attack to handle surplus strength past the early game simply because having more than 5 unbuffed strength is rare unless one smiths for it.
Also, one of the main points of simpliying the strength system would be 6lb swords being superflous (unless this drawback would be balanced otherwise, eg Calris). I'd rather have a hard time choosing between .5-3lb weapons than the current system of everything beyond 4lb being a liability in the grand scheme of things.Leave a comment:
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I'd be mostly fine with this, though I'll point out this is a slight nerf to str 3 dwarfs with the battle-axe(average weight 4.5lbs) & makes momentum a near requirement for charging with a bastard sword. Chances are I still wouldn't use a greatsword unless its a slay I lack in a 1-hander/hand & half. It'd probably just nerf hand & a half weapons, & people will still ignore greatswords.I like the proposal to make the two-handing bonus of +2 a strength bonus, I remember making the same proposal somewhere in fact. (There already are modifiers that work as hidden strength bonus in the game, e.g. knockback with a two-handed weapon.) It also would achieve what the old system (strength bonus limit 1lb and 1.5lb for two-handed) aimed for = with a certain high strength wielding a bastard sword two handed does not give benefits anymore, without the downside of the old system, where possibly you would do less damage two-handed at one point.
Maybe the problem is more with momentum then the weapons themselves. I've always wondered why momentum favours light weapons in the 1st place. It sounds like something that should favour a heavy blade. I never played before it was introduced, is it really necessary for charge? Surely charge still gives a bonus to hit/critical on light blades.Leave a comment:
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Bad idea! With critical hits what weapon has more dice - a subtle 2 lb longsword or a 6 lb greatsword? It would completely wreck the combat system, instead of hard choices you could always just collect the strictly better (light and +more) weapon.
I like the proposal to make the two-handing bonus of +2 a strength bonus, I remember making the same proposal somewhere in fact. (There already are modifiers that work as hidden strength bonus in the game, e.g. knockback with a two-handed weapon.) It also would achieve what the old system (strength bonus limit 1lb and 1.5lb for two-handed) aimed for = with a certain high strength wielding a bastard sword two handed does not give benefits anymore, without the downside of the old system, where possibly you would do less damage two-handed at one point.Last edited by taptap; August 18, 2014, 08:20.Leave a comment:
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Maybe I'm speaking heresy here, but perhaps removing the weight requirement of utilizing strength outright and rebalance from there? This would remove the need of keeping very heavy weapons around for the 4-native-strength+charge-crowd whilst making strength less of a dump stat for fencers and stabbers. It would also make Momentum/Rapid Attack a less mandatory choice once the +strength equipment starts piling up.
Of course, this would remove some complexity from the combat system since less weight would always be better, however in practice strong characters would still gravitate toward heavier weapons since those tend to have more damage dice (to take advantage of said strength) and weaker characters would still benefit more from taking (light) weapons with high intrisic die values.
Perhaps even change the weight designation from pounds to something more abstract like "Balance Value" or somesuch - this would also open up some design space for supremely well balanced artifact swords (say, removing Sharpness from Saithnar and making it a 1-2"lb" Bastard Sword instead to differentiate it from the black swords).Leave a comment:
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Or, to throw out one more idea, maybe part of the issue is that momentum tips the balance in favor of light-to-medium weapons too much in general. In particular, it makes each pound of a weapon's weight past 4 or so basically superfluous.
To fix this, what if instead momentum only doubled your strength limit up to the first (say) 3 lbs., and after that it halved the weapon's remaining weight for determining crits? (So it would have a Finesse-like effect--potentially a big one--for heavy weapons.)
That is, your weapon's strength limit would be doubled or increased by 3, whichever was lower. But for every 1 lb. of weapon weight over 3, the base number you needed to get critical hits would go down by 0.5.
For example: now a 7 lb. greatsword allows up to 14 points of Str bonus with momentum--overkill!--but increases the number you need for criticals by 7 (normally to 14). Under the new system, it would allow up to 10 points of Str bonus but only increase your crit threshold by 5: with it, momentum would work like subtlety.
(Note that the overall effect is to make a weapon's effective weight for purposes of Strength double its effective weight for purposes of criticals, just like the current system. The difference is that heavier weapons get treated as lighter all around; there's less overkill.)
If you combine this with my last post--where two-handing a hand-and-a-half weapon increases your effective strength, not just your damage sides--greatswords have a definite niche again. Even with momentum, strong characters would have to use greatswords when charging or buff to take advantage of all their strength.Last edited by bagori nd; August 17, 2014, 22:34.Leave a comment:
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Oh! One fix--which I now find really promising--might be to change how hand-and-a-half weapons work: when you wield one with both hands, you don't get +2 sides, but +2 effective Strength, like Charge.
So, if you have a 3 lb. bastard sword and 2 str, you only get one bonus side if you two-hand it (without Momentum), since you run up against the Strength limit. Even with Momentum, you're effectively capped at 4 str--not enough to take advantage of potions or Charge if you're strong already.
The result would be to bring greatswords back to their original unique niche as the blade for the strong elf, without messing anything else up.Leave a comment:
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They were underpowered when strength bonus was per 1.5 lb, but had a niche in the form of weight dependent abilities. With the uniform 1 lb per strength bonus since 1.1 they had their unique niche as the blade for the strong elf. But with 1.2 came momentum and with it the loss of any urgency to move to heavier blades at seriously high (buffed) strength unless you play weird challenges (like no ability play). However, I seriously love momentum.
I agree that 4d3 greatsword would be too much like hammers or great axes. An accuracy bonus would likely not make too much difference, I don't know.
Sth. else which could be considered are special ego types available only for two-handed weapons...
Of course there is arguably the point that the whole shortsword / longsword / bastard sword / greatsword series is somewhat messed up (historically) anyway.Leave a comment:
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I'm kind of confused as to why having certain weapons being strictly better than others is an issue for a game where you have broken swords and depth influenced loot.
There's also the matter of just needing a heavy sword for strength elves with charge.Leave a comment:
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The main use I can see for greatswords in their current form is with a greatsowrd of Nargothrond & a strength potion against balrogs & the unique dragons. My biggest issue is there a pain to swap with a sword and shield setup. If I could swap back in 1 turn and didn't drop my shield in the process I'd be happier.Leave a comment:
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A minor change like bumping them by a damage side would help a bit too. Right now hand-and-a-halfing a bsword is exactly the same as a greatsword with better crits.Leave a comment:
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