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View Full Version : Make Weapon Choices More Viable


Gratchek
05-28-2009, 08:57 PM
The weapon skills in game right now are just ill-thought out and boring. We need a reason to want to chose 1 weapon over another that isn't limited to RANGE. This is just something I'm writing on the fly and does not mean these skills are the best I could come up with. Its just to give the idea of what would make weapons make sense and cause people to really consider which one would best adapt to their playstyle. Defensive players, Offensive players, debuffing players or sneak attacking players will all have a reason behind their choices.


Daggers

Skill lvl 25 - More damage to the rear of target. This can be something like armor is negated or just a bigger burst of damage. Who the hell needs a knockback when using daggers?

Skill lvl 50 - Combo attack with slow refresh. Gives a quick burst in damage that would be effective in the start of combat on a sneak attack. Can also apply 50% blindness for a short time.

Skill lvl 75 - same

Skill lvl 100 - Add poison to all dagger damage

Sword

Skill lvl 25 - Advanced parry techniques to allow even less stamina drain while parry'n.

Skill lvl 50 - Added damage on overhand swing maybe or a rear attack of some sort. Something other than a knockback that would be relevant to a sword user. Maybe a thrust that adds range on a slow refresh.

Skill lvl 75 - Same

Skill lvl 100 - Some sort of advanced slash attack that drops the other persons quickness and dexterity. Sort of a slash based hamstring (no slowing though that would be to much)

Hammer/Mace

Skill lvl 25 - Knockback becasue it seems relevant to a blunt attack

Skill lvl 50 - Slight daze effect that does not stun the target but it makes their next attack do half damage. This is relevant because the reach on mace makes it hard to use in combat and gives it viability.

Skill lvl 75 - same

Skill level 100 - Crush attack that lowers the targets defensive statistics for a short time.

Axe

Skill lvl 25 - Offensive chopping attack for added burst damage

Skill lvl 50 - Axe hook disarm tactical attack that lowers the opponents attack speed for a short period. No arc and attack is overhand.

Skill lvl 75 - same as is

Skill lvl 100 - Advanced chopping maneuver that blinds the target temporarily to a 50% sight loss. Can be useful in some situations and is related to a head hit with blood in the eyes.

Polearm

Skill lvl 25 - Thrust attack that does added damage but does not hit users in close range. This will make people want to get in close when enganging poelarm users using this attack.

Skill lvl 50 - Whirlwind attack as is.

Skill lvl 75 - Same

Skill lvl 100 - Advanced Polearm thrust or arc that gives added burst damage at the loss of defensive skills for a short period.

2H Sword

Skill lvl 25 - Advanced parry method giving 2H parry the same viability of a shield with a greater stamina loss

Skill lvl 50 - Double attack arc. Like whirlwind but not 360 and give a double swing forward for 2 hits....hits are not together so dodging the second is viable.

Skill lvl 75 - Same

Skill lvl 100 - Forward thrust attack. No arc but big burst damage. Hard to land but very damaging.

2H Hammer

Skill lvl 25 - Knockback with more viability and longer throw. Not affected by movement of the opponent and throws up and out to avoid inclines stopping the knockback.

Skill lvl 50 - Crush attack that dazes the opponent and lowers defensive statistics dramatically for a short period.

Skill lvl 75 - Same

Skill lvl 100 - Advanced crushing attack that dazes and stuns the opponent for a short period. This stun cannot stack and must have a 2 minute timer where it cannot be used on the target again to avoid stacking and misues.

2H Axe

Skill lvl 25 - Overhead chopping attack for added damage and no arc. Great for opening attacks and lowers the users defensive stats for a short period.

Skill lvl 50 - Berserk skill. User will do added damage, lose defensive stats and gain quickness for a period of time. A berserk toggle might be a bit much but would be viable depending on the drop to defense.

Skill lvl 75 - Same

Skill lvl 100 - Arc attack with high range and slightly lower damage. This attack will be .5 or double the current axe range and has low probability of missing. The user will lose defensive stats for a short period of time.