Dulrik wrote:
Still not finding that very persuasive. The massive change was intended to give people motivation to use a class of weapons, particularly if they were already well suited to go that direction, not invalidate an entire other class of weapons. Perhaps you should only get the massive bonus for the first two swings in a round.
The problem with the reaching weapon class is that you're only ever using a reaching weapon in one situation - when you aren't a tank, and you're trying to make someone who is a tank die fast. If it's someone who isn't a tank, then they'll just die even faster, so there's no reason to change weapons/tactics.
If something is a superior choice in a situation, it will (usually) be the only choice made among those that use reach weapons at all. Right now, you'll see variations between glaive/halberd/bill, but that's usually what you're going to see specced with the way things are set up now.
There isn't a diversity to the situations ranged weapons are used in like there are with one-hander/melee weapons. Right now you have a system where you have mercs/barbs/hellions/paladins using a specific set of ranged weapons, a scout which uses spears, bard which uses whips, and then you have the rest of the classes that'll only use a ranged weapon for levelling (priests/early shamans/etc using polemace/poleaxe). Obviously the first four classes do the best with ranged damage, mercs and barbs astronomically ahead due to spec/fury.
Massive right now is pretty buff (especially with spec/fury), but gimping the damage will either: make it weaker yet but still the top choice, or make another the top choice and the entire system shift again. You can change which weapon type is the best, but once you do, everyone will shift towards moving that. If you're looking to validate a wider range of weapon classes, here's three ideas:
-Be more selective with which classes get access to what weapons, severely buff polemace/poleaxe. At that point, you'll still have the top of the game for each set, there'll just be more sets to make use of it.
-Implement bonuses against certain weapon types. Maybe, say, polearms rock against swords but suck against spears and maces? Spears are trashy against swords, but good versus axes. Just random examples, but you'd build variety into the system by nature of player choices and building a pro/con system into every choice depending on your enemy.
-Go back to the time when ranged weapons only got 1 (potentially nerfed) attack/round if there wasn't atleast 1 rank between attacker and the attacked. It'd bring a huge shift in the necessity of having another weapon class on stand by, but it wouldn't change only 1 polearm type being used.
Random thoughts...