So tomorrow, I start working out and hopefully getting the start of the level feeling implementations I want to do done, hopefully the folks here like them. I'll post a whole thread on what I'm planning, and even if it isn't what people want, it will provide a thread for some discussion on more development side of the issue.
Anyway, combat kinda sucks, and I think there could be a few ways we could make it better. For one, the big way to get high melee damage is to get a weapon that gets as many blows as possible, then pump up +damage. So in many cases, find a great heavy weapon like a lance (Defender) early on sucks, because it's useful, but does crap damage. (1 blow at 30 damage, versus 4 at 16... with a whip or something, due to +damage)
Another thing is the weird kinda breakpoints with dex and such, like jumping from 18/10 dex to 18/49 has NO EFFECT on attacks, but going up from 18/49 to 18/50 can make your attacks jump up, I feel this should be more gradual, because as is, it may favor not taking substantial upgrades due to loss of damage. (Because you lose dex or maybe str)
But honestly I think the worst problem is +damage and light weapons, however it would be a bit unfair to tone them down now since the light+Damage combo is so ingrained. I was thinking of buffing the effect of +damage for heavier weapons, so that in the end a weapon with similar pluses will do the same overall damage, so those heavier weapons aren't useless. Of course weapons like blades of chaos or maces of disruption would do better, since they are rarer, and some light artifact weapons will outperform heaviers.
And as is, some heavy weapons can hit 5-6 blows, and would grossly inflate the damage of an increased +damage/weight. So in addition to this buff, I would change the extra attacks formula so that heavier weapons would get fewer blows, however in the end overall damage would remain the same.
So in a nutshell, I'm wanting to see a change that does this:
1. Early weapon choices should not be solely dependant on weight.
2. End game damage from heavy and light weapons should be the same as it is now.
3. +damage has the same effect on weapons on average. If a +10 ring of damage adds 50 to your dagger attacks overall, it should add 50 to your mace, even if you get only 5 attacks with dagger and 3 with the mace.
Any thoughts?
Anyway, combat kinda sucks, and I think there could be a few ways we could make it better. For one, the big way to get high melee damage is to get a weapon that gets as many blows as possible, then pump up +damage. So in many cases, find a great heavy weapon like a lance (Defender) early on sucks, because it's useful, but does crap damage. (1 blow at 30 damage, versus 4 at 16... with a whip or something, due to +damage)
Another thing is the weird kinda breakpoints with dex and such, like jumping from 18/10 dex to 18/49 has NO EFFECT on attacks, but going up from 18/49 to 18/50 can make your attacks jump up, I feel this should be more gradual, because as is, it may favor not taking substantial upgrades due to loss of damage. (Because you lose dex or maybe str)
But honestly I think the worst problem is +damage and light weapons, however it would be a bit unfair to tone them down now since the light+Damage combo is so ingrained. I was thinking of buffing the effect of +damage for heavier weapons, so that in the end a weapon with similar pluses will do the same overall damage, so those heavier weapons aren't useless. Of course weapons like blades of chaos or maces of disruption would do better, since they are rarer, and some light artifact weapons will outperform heaviers.
And as is, some heavy weapons can hit 5-6 blows, and would grossly inflate the damage of an increased +damage/weight. So in addition to this buff, I would change the extra attacks formula so that heavier weapons would get fewer blows, however in the end overall damage would remain the same.
So in a nutshell, I'm wanting to see a change that does this:
1. Early weapon choices should not be solely dependant on weight.
2. End game damage from heavy and light weapons should be the same as it is now.
3. +damage has the same effect on weapons on average. If a +10 ring of damage adds 50 to your dagger attacks overall, it should add 50 to your mace, even if you get only 5 attacks with dagger and 3 with the mace.
Any thoughts?
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