Achernar wrote:
I say. Wimp kamas already.
:/
I think that's the wrong way to think about it. Wimping every "great" weapon is only going to make every weapon suck and further screw the balance over.
I really think there just needs to be a scale for the max amount of stats you can put onto a weapon. Now, lets say that the best of the best weapons for an area (accuracy, damage, and speed) get a one in that category, making a "3" weapon the ultimate weapon. And lets say that the weapon that has a stat that sinks to the worst in that category gets a 20, making the worst possible weapon be a 60.
Obviously both of these are only theories, but it essentially leaves us with a scale of 1-20 for the best and worst stats. You can sort of apply this to the weapon system now if you do a lot of comparisons, but that's as far as I'll go into it. Now that we have some base numbers, I'll show you what I mean.
The following numbers are the final totals of adding up their three ranks:
Two handed weapon - no reach:
20
Wild fighting/Spiked Knuckles/Knuckles:
22
One-handed weapon - no reach:
24
Two-handed weapon - with reach:
26 or 28 (depending on how valued reach is considered to be.)
One-handed weapon - With reach:
28 or 30 (depending on how valuable reach is considered to be.)
Now this means there is a much more gradual change in stats vs. what there is now, and nothing is going to get too out of hand. Some weapons could, in theory, be slightly better or worse than their category (by making their total come out to one better or worse than the rest), but this sort of thing should be rare.
Now, here area few examples of weapons in these types and what it would look like. None of these are necessarily what I think they should be in specific. It's just to further explain what I mean.
Great axe: Accuracy: 4 Damage: 1 Speed: 15 Total: 20
This means the great axe carries the most possible base damage, very low speed, and some rather decent accuracy. Two handed no reach weapons should get a slight boon simply due to the fact that it takes away your option for a shield and only allows you to hit the first rank.
Claws: Accuracy: 6 Damage: 6 Speed: 10 Total: 22
This gives claws decent speed and damage, while giving them rather average speed. Overall, these weapons should basically be considered two handed weapons with reach, but they have a secret advantage that allows them to be a little worse.
Kama: Accuracy: 5 Damage: 16 Speed: 3 Total: 24
Yes, this would be a huge wimp to kama in specific, but it means that it would finally be on par with other one handed weapons, which allow the use of shields or a second weapon. It's doing far less damage than the great axe, but it is also far, far faster.
Pike: Accuracy: 8 Damage: 3 Speed: 15 Total: 26
Or: Accuracy: 9 Damage: 4 Speed: 15 Total: 28
The pike may have the same speed as the great axe, but because of the scale, it isn't quite as accurate or damaging. It also isn't ridiculously nerfed due to it's ability to reach. If I expect to be in direct melee, I'll take the great axe, sure, but that doesn't mean I cannot specialize in the use of a two-hander with reach and sacrifice a whole ton.
Bandalore: Accuracy: 10 Damage: 10 Speed: 8 Total: 28
Or: Accuracy: 10 Damage: 10 Speed: 10 Total: 30
These weapons should be rare, and they should have a price for wielding them. They aren't the worst, no, but other weapons will beat them out. With the scale, they have a very precise use without making them so terrible that no one would consider using one, much less specializing in one.
Maybe this is too simple, and maybe it's not enough, but at least it would help to balance weapons according to a category and not let too many outside modifiers pop up.