This is slightly related to a
bug discussion topic from last year. The playerbase back then expressed their frustration but I don't think it got translated very well in the thread.
Disarm has always had an exceedingly high rate of sending a PC's weapon flying. This didn't used to be a huge problem, however, as a result of a combination of successive changes, disarm has become way too powerful of a skill, and on top of that, it affects the game negatively in its current state by making melee classes frustrating to play and requiring hoarding of multiple backup weapons for melee classes.
Here's a list of the changes that have brought disarm to the bad point that it's at right now.
1. The get command was disabled during combat. While it does prevent the offensive option of taking your enemies' weapon from them and then recalling if things go south afterwards, this is still a huge buff to disarm because it completely prevents the person you disarmed from getting their weapon and using it again in the fight, whereas they used to be able to.
2. Bash and trip were nerfed. By nerfing these two staple skills, all other skills are made more powerful. In addition, given that bash and trip being nerfed elongates combat via allowing for more time for healing potions to be quaffed, that means that players will have much more time to disarm during that combat, and since sending a weapon flying removes it from that fight permanently, this is also a huge buff to disarm.
3. The hoarding code prevents characters from having more than 6 extra wearable items on their person. This means that it's very unlikely for a character to have more than one or two backup weapons, if that, because not only are good backup weapons hard to find, they take up precious slots that could otherwise be used to hold gear for a friend or for swapping out gear in special circumstances.
4. Kip-up was added in. This is minor, but it means that swashbucklers are virtually guaranteed to be able to have multiple disarm attempts in an even fight, even if they go prone through the new bash/trip nerfs.
Now, all of these changes are good changes: I have no problem with them at all, and I'm glad they all went in: None of them, to my knowledge, were meant to be a buff to disarm either. What I do have a problem with is that as a result, disarm is now way too powerful. It already was a strong option before these changes, now it's just blatantly overpowered. Before all of these changes, disarm used to be a really good option that allowed you to disarm someone and either A) take their weapon in the best case scenario for the disarming person, or B) force them to pick up and/or wield their weapon again while you were in disarm lag in the best case scenario for the disarm victim.
Now, disarm is a skill that has a very high probability of completely preventing your opponent from using that weapon for the entire rest of the fight. Since fights will in general last longer now that bashing is off the table in an even fight and healing potions are going to extend fights as a result, that makes disarm the best skill to use in 90+% of PvP. For the meager cost of 1 round of combat lag, you can use a skill that has a very reasonable chance to remove an opponents weapon in the fight permanently: And more than likely, they aren't going to have more than 2 backups, if even that.
Yes, I do acknowledge that using a two handed weapon or using hand weapons can mitigate or remove the chance of being disarmed, but hand weapons are only available for one class and one cabal, and two handed weapons are inherently very dangerous to use in the front rank and only provide a bonus against disarm, not a guarantee.
I think disarm needs a nerf, and not in the way of adding more drawbacks with regard to lag or PE cost. Even if you doubled the lag and PE cost, it would be less useful, yet it would still be a skill that fundamentally allows you to remove someone's weapon from a fight entirely, and I think that's broken.
My suggestion is as follows: I think that it should simply never fling weapons to the ground anymore. It's already like that for NPCs: For whatever reason, whether it be a coded exception or the fact that most NPCs have 25 dex (something a great deal of PC warriors builds can no longer attain ever since the haste nerfs), disarm simply never flings an NPC weapon to the ground. As a counter-point for PCs, one time on Berr, my halfling swashbuckler in the dreamscape, I got disarmed three times in a single fight from a boss NPC wielding a -sickle- (Which is horribly inaccurate) and legit ran out of weapons to use. In PvP combat, disarm has a frustratingly high success rate, often times the very first disarm in a fight will send one person's weapon flying, meaning that the winner of the fight is ultimately going to be the one who disarms first, or who disarms more: Eventually one of the opponents is going to run out of weapons and the other one will win by default by being able to sit in the room and spam "get all" until the other person runs away.
Removing the "to ground" possibility to disarm will be a nerf to the skill, but it will be a deserved one which will still leave it as a viable option: You'll still be able to disarm someone which will require them purposefully re-wielding the weapon in order to use it again, which will still incur wield lag based on weapon speed.
If you make this change, warriors will be much more satisfying to play and extra weapon hoarding won't be a requirement for melee classes like it currently is. Everyone wins!