Is it just me, or are these weapons not very useful in Sil? Artefacts aside, it seems like these suffer from a few problems:
- Greatswords are strictly worse than bastard swords due to having more weight but the same accuracy, evasion, and damage bonuses.
- Great axes seem to do almost the same amount of damage with 3 str (4d7 vs. 3d9) but are even heavier and less accurate.
- I don't use polearms all that often, but they don't seem that good. At least glaives have an evasion bonus.
- The Shield slot is very useful in Sil. Whether it's a resistance (shield of frost, kiteshield of hador), combat bonuses (shield of deflection +2,1d3), stat bonuses (kiteshield of fingolfin), or offhand weapons (narsil as a resist stick, galadriel, dagmor, deathblades), there are a lot of useful things that you can put in that slot.
-Without being wielded with 2 hands, the hand-and-a-half weapons seem to have poor accuracy, a little more damage than a longsword, and no evasion bonus.
- This could also be a critique of subtlety, but subtlety makes light weapons extremely good, especially deathblades, and branches directly into rapid attack.
- Many of the most dangerous Sil enemies, especially in the mid-late game, are either bags of HP with low evasion and low protection, or low-HP enemies with high evasion. In both cases a lighter, more accurate weapon will win out, in my experience. High-protection enemies are not all that dangerous. These essentially amount to serpents and kemen. Kemen are extremely annoying, but serpents are not fast, and do not open doors, so you can escape from them more easily.
This brings me to my point: I would probably like to use rapid attack with greatswords, but it costs so much experience to do so, since you have to take Follow-through and Opportunist, when greatsword users would probably prefer to skip this ability, which seems to act mostly as a prerequisite for other abilities/XP sink. I think it would be useful to have an ability that makes two-handed weapons more effective that acts as a prerequisite for rapid attack, perhaps one that gives an point of accuracy and damage side when using a "true" two-handed weapon. This could replace throwing mastery, which almost no one uses and can't really be seen as a viable investment of experience. Otherwise, I'm struggling to find much use for them outside of a utility item for kemen, serpents, and grotesques. And when I was playing around with subtlety and delmereth earlier, subtlety was actually pretty good against serpents...
- Greatswords are strictly worse than bastard swords due to having more weight but the same accuracy, evasion, and damage bonuses.
- Great axes seem to do almost the same amount of damage with 3 str (4d7 vs. 3d9) but are even heavier and less accurate.
- I don't use polearms all that often, but they don't seem that good. At least glaives have an evasion bonus.
- The Shield slot is very useful in Sil. Whether it's a resistance (shield of frost, kiteshield of hador), combat bonuses (shield of deflection +2,1d3), stat bonuses (kiteshield of fingolfin), or offhand weapons (narsil as a resist stick, galadriel, dagmor, deathblades), there are a lot of useful things that you can put in that slot.
-Without being wielded with 2 hands, the hand-and-a-half weapons seem to have poor accuracy, a little more damage than a longsword, and no evasion bonus.
- This could also be a critique of subtlety, but subtlety makes light weapons extremely good, especially deathblades, and branches directly into rapid attack.
- Many of the most dangerous Sil enemies, especially in the mid-late game, are either bags of HP with low evasion and low protection, or low-HP enemies with high evasion. In both cases a lighter, more accurate weapon will win out, in my experience. High-protection enemies are not all that dangerous. These essentially amount to serpents and kemen. Kemen are extremely annoying, but serpents are not fast, and do not open doors, so you can escape from them more easily.
This brings me to my point: I would probably like to use rapid attack with greatswords, but it costs so much experience to do so, since you have to take Follow-through and Opportunist, when greatsword users would probably prefer to skip this ability, which seems to act mostly as a prerequisite for other abilities/XP sink. I think it would be useful to have an ability that makes two-handed weapons more effective that acts as a prerequisite for rapid attack, perhaps one that gives an point of accuracy and damage side when using a "true" two-handed weapon. This could replace throwing mastery, which almost no one uses and can't really be seen as a viable investment of experience. Otherwise, I'm struggling to find much use for them outside of a utility item for kemen, serpents, and grotesques. And when I was playing around with subtlety and delmereth earlier, subtlety was actually pretty good against serpents...
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