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 Post subject: Weapon Subtype Discussion.
PostPosted: Sat Feb 20, 2021 12:28 pm 
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Mortal

Joined: Sun Nov 13, 2016 11:31 am
Posts: 240
Hello friends!

Today I would like to see us start a discussion on the various subtypes in the game.

As we all know, only a few of them tend to get used.

Do you have any thoughts on how we might make some other weapon subtypes more viable?

I'm going to start us off with my own 2c.

I think we can all agree almost no reaching weapons get used anymore except the massive polearms. What can we do about this? I think, to start, pikes/battlespears/landsknechts all could use a speed boost. Would a merc being able to hit 5 times with those 3 weapons with just spec (or a barb with just fury) make those competitive? 6 hits with haste, of course. Would that be too much? Too little?

Maybe an accuracy boost as well, to compensate for them not being massive?

For other weapons, I feel like longsword/katana/khopesh could use some love. And in the same fashion, possibly. A merc/barb needs to be able to hit 5 times with these weapons with spec/fury, and 6 with haste.

I personally still feel someone using the "high tier" weapons of kama/rapier/epee would beat someone using one of these other weapons, because my experience with combat on SK is usually "accuracy wins".

Any thoughts on other weapons? These were just some of the more obvious/common examples to me.

I think a general "speed" buff for a lot of the unused subtypes would possibly help shake things up a bit.

And at the end of the day, it might benefit the game to take the same sort of "patch" style that MOBAs and other games tend to use. Buff these things for a bit, and then in a few months if it was too much, tone them down again. I also don't think shaking things up for a bit would be bad. It might even spawn some interest. And I think it's more fun to buff other things than to nerf the current 'best' weapons.

Anyways, let's hear what you guys think!


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Sat Feb 20, 2021 4:07 pm 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
I think the none-massive polearms and spears can use a little damage boost and definitely speed boost.

There are some weapons subtypes that almost never get used.

Same goes for unarmed weapons, except for ki straps.

>spec list
List of available weapon types:
knuckles spiked knuckles ki straps shortsword
gladius scimitar wakizashi kris
machete rapier epee longsword
broadsword katana cutlass bastard sword
greatsword claymore flamberge no-dachi
pigsticker falchion khopesh landsknecht
dagger skinning knife tanto hunting knife
push knife throwing dagger sai curved dagger
straight dagger khukri club spiked club
flanged mace spiked mace forge hammer warhammer
spiked warhammer flanged pole-mace spiked pole-mace flail
ball and chain morningstar nunchaku hatchet
throwing axe battle axe double-bladed axe great axe
pole-axe whip riding crop bullwhip
battle whip spiked chain staff cane
jo staff bo staff spiked staff blade staff
ajatang throwing spear pitchfork hunting spear
battle spear ahlspiess trident halberd
pike bill glaive bec de corbin
scythe naginata lance shortbow
longbow compound bow hunting bow archery bow
hand crossbow crossbow siege crossbow catapult
ballista sling kama sickle
elemental orbs arcane orbs divine orbs kusari-gama
bandalore bolo shuriken hammer of light

Other weapons no one uses are orbs and none massive axes.


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Sat Feb 20, 2021 4:21 pm 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
Slow massive weapons down. If they are massive you shouldn't be able to get four and five attacks with them


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Sat Feb 20, 2021 4:49 pm 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
I concur. Maybe get four attacks with spec haste and fury or something but not five.

Or make them cost even more pe to hit with.

Also the bug where haste actually slows down attacks while furied and spec'd is aggravating.


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Sun Feb 21, 2021 3:51 am 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
My best suggestion would be to set four attacks as the standard, figure out an average DOT that you want to achieve with weapons then set all weapons to that average or as close to it as possible. This will mean many weapons won't hit four attacks naturally and many weapons would lose their great accuracy, but it would eliminate the elite class of weapons and leave it more to RP. It would also then give spec fury a boost on weapons so there will be some favorites picked but overall it would end the hoarding of a select few subclasses.

Oh and glaives should not be massive, they are a katana on a stick, no dachi should be massive as they were designed to take out calvary and are like six feet long and there should be NO one handed no dachi period.


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Sun Feb 21, 2021 6:01 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
I agree with Trag and Taco but I'll add some of my own thoughts.

The massives in the game with greater innate speed need to get checked when they're allowing five hits per round to barbs/mercs.

Ki-straps need to get removed for a lot of reasons. I don't want to derail this thread by going into all of those reasons.

What if scouts got a skill to buff spears? Maybe a unique stance.

Buff flails and whips to ignore eparry and truly be unparryable.


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Sun Feb 21, 2021 12:26 pm 
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Joined: Fri Mar 18, 2016 10:01 pm
Posts: 53
I'm always going to be in the buff things, not nerf things, court.

In the case weapons, there's a handful of middle of the road weapons (most of which have been mentioned) that with some slight tweaking of accuracy or speed would be viable. Some listed below:
1h
- khopesh, katana, longsword, wakizashi, khurki, morning star, battle whip, shuriken, spiked mace, curved dagger, bo staff

2h
- battle spear, pike, ahlspiess, landy, elemental orbs, ajatang

Non-massive weapons could get a boost in stats to make up for some of the clear advantages massives get.

Availability and attack type are also another limiting factor in the game. The reason you see the same specs a lot is not only are the subtypes slightly better, but those weapons also usually have multiple different end game material weapons and one or two options of some of the better attack types in the game.


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Mon Feb 22, 2021 9:53 pm 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
Need to take into consideration that haste is also broken currently.


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Tue Feb 23, 2021 5:57 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Teh_Peso wrote:
Need to take into consideration that haste is also broken currently.

Is it still doing the thing with innate speed vs enhanced speed stacking weird with haste?


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 Post subject: Re: Weapon Subtype Discussion.
PostPosted: Tue Feb 23, 2021 6:03 am 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
Yes, added speed and haste make your attacks all wonkey


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