cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Cyclopsided on March 07, 2011, 11:50:17 am

Title: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 07, 2011, 11:50:17 am
This is a topic on the weapons that can not manual block such as the dagger, Long dagger, knife, Khyber knife, etc. These will all be referred to as daggers from here on.

This thread is to either:
1. Add higher tier [More expensive, more damaging] dagger(s) which have damage comparable to the other 1h swords.
2. Just buff the current daggers/knives in damage [and price?] so that they are comparable to current 1h sword damage.
However, with the damage buff, Add a penalty with shields for obvious balance & logical reasons.

Now, it is to my understanding that reason daggers are so nerfed in damage currently is that they are:
 A) Considered "Peasant" weapons and thus should have lower damage.
 B) To prevent them from being too effective with shields.
Point B Is solid reasoning -- however it punishes ALL users of the daggers rather than the specific intended people. This is why I am proposing that there should be a penalty with shields. Besides, it should & would be stupid as hell to use a dagger with a shield as effective as a sword.

Meanwhile, from Point A's perspective it does not make sense. Since there is no higher tier dagger in place, we just have largely useless weapons that aren't even effective for the amount of risk in using one. Currently the dagger weapons are the highest risk of all for a low reward. Currently, Daggers do way less damage, have super short reach but are a little faster. Being shorter but faster is an even trade off that goes without saying, but they shouldn't ALSO be nerfed in damage when they can't manual block. Besides, when were daggers ever used by peasants? Also: There is a specific peasant knife in the game meant to be the peasant weapon. Make the dagger/long dagger/knife/khyber knife more expensive so as to not be "peasant" weapons when they are rebalanced to be useful.

Here are some examples that I am suggesting:
Long dagger : Cost 300 --> ~2000
weight 0.25
requirement 0
spd rtng 112
weapon length 47
swing damage 23, cut
thrust damage 25, pierce ---> 28, Pierce (Which is one less than the long/ espada eslanova. I'd put it to 29 to be even in damage but maybe that is asking for too much.)
+add Penalty with Shield

Khyber Knife : Cost 406 --> ~2100
weight 0.4
requirement 0
spd rtng 108
weapon length 60
swing damage 24, cut  ---> 30, cut (This is in line with the average cut oriented sword and less than a lot of them in cut damage.)
thrust damage 17 pierce
+add Penalty with Shield

*rebalance other ones accordingly.

***EDIT: [ http://forum.c-rpg.net/index.php/topic,2805.msg49517.html#msg49517 ] Is a post on the second page with another option that does not put penalize shielders as my above option apparently would, make sure you read the whole thread as this is a rather good debate thread.
Title: Re: Rebalancing Daggers and Knives
Post by: Tigerclaw on March 07, 2011, 11:56:08 am
I like it. Would be interesting to see more daggers being used by ninja/assassin style characters.
Title: Re: Rebalancing Daggers and Knives
Post by: Solidox on March 07, 2011, 11:58:43 am
I love to play with a long dagger only and wear clothes to match the area. Just hide in corners wait for someone to walk by obliviously then just jump behind them and tear into their back with relentless swings. Just ask anyone who was on the NA server yesterday when The rest of the Ootl's and myself were doing it. It was amazing fun. I am in favor of this idea.
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 07, 2011, 12:05:55 pm
I like it. Would be interesting to see more daggers being used by ninja/assassin style characters.
Yeah, it would both make a lot more sense & be more skillful on the part of the assassin. Besides, it is stupid that all the ninjas/assassins run around with katanas and longswords when they never would.
Title: Re: Rebalancing Daggers and Knives
Post by: Blondin on March 07, 2011, 12:48:38 pm
I guess dagger is a dagger, not a fastest sword, otherwise for more damage it should have more lenght, and then become a short sword.
Btw assassins used short sword too.

In balance terms, you can't have speed and damage too (example wazigachi).

I guess that's why daggers are made like this now.

But it's not the first thread to ask a buff on daggers (even in old forum) so may be it is already in the next patch (or not and will never be).
Title: Re: Rebalancing Daggers and Knives
Post by: Spawny on March 07, 2011, 01:55:53 pm
I agree. The long dagger should have pretty high stabbing power.

Yesterday I saw Nemeth. He chambered an attack with his dagger and killed the guy. A moment of pure awesomeness if you ask me.

The only way people can use daggers effectively would be by chambering anyway.

Again, I'm all for it.
Title: Re: Rebalancing Daggers and Knives
Post by: Dravic on March 07, 2011, 04:27:48 pm
Well, Marathon stated this few times already. She learned how to chamber attacks just to pwn people with stones, daggers and knives.

I already did few posts/threads about buffing daggers, but this one is awesome even more.

101% agreed. Please, BUFF DAGGERS. Lenght is ok, just buff it.
Title: Re: Rebalancing Daggers and Knives
Post by: Chasab on March 07, 2011, 04:37:47 pm
i don't want to be that guy but if someone wielding a dagger went to chamber someone swinging a sword, the person with the dagger would break their wrist.
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 07, 2011, 04:44:55 pm
I guess dagger is a dagger, not a fastest sword, otherwise for more damage it should have more lenght, and then become a short sword.
Btw assassins used short sword too.

In balance terms, you can't have speed and damage too (example wazigachi).

I guess that's why daggers are made like this now.

But it's not the first thread to ask a buff on daggers (even in old forum) so may be it is already in the next patch (or not and will never be).
I was waiting for someone to post with this reasoning.
There is a trade off of speed for weapon length and (sometimes) less damage. However, since they lose the ability to manual block they should not also suffer such a severe damage penalty. Sure, if they could manual block then they SHOULD have lower damage as a result of having higher speed. Do note that I am not asking for them to have Absolute top tier ultra damage anywhere in this thread, but rather to be in line with normal swords in damage.

I'm not even getting into the debate about "Well, daggers are actually sharpened and swords are actually blunt back in the day so they should do more damage." Mainly because it is irrelevant in a game where balance is king.

Side note for everyone here : You can't spam with daggers. They are fast, but since they have almost no weight, when they are blocked they get stunned really long and the dagger user can't swing again very quickly. if you are facing a dagger, if you just block and then swing you will probably win.

i don't want to be that guy but if someone wielding a dagger went to chamber someone swinging a sword, the person with the dagger would break their wrist.
Considering you can chamber with fists in game, I think it is well agreed upon that you are using your offhand to simple grab the enemy's wrist and hit them. Also, realism on that note is why things like the Long Iron Mace had crush through, guess what is getting removed for balance?

>edited for clarity & more info
Title: Re: Rebalancing Daggers and Knives
Post by: Chasab on March 07, 2011, 05:43:13 pm
i don't think i have ever seen someone block a large weapon with a dagger in real life, because its just not physically possible. Daggers/knives are Shallow cuts, and piercing, where as sword/axes are deeper cuts, piercing. go take a knife and with one swing slice through a turkey leg, you wont be able to because swinging it that way wont give you the force required, the same issue comes when Blocking an incoming blow with a small weapon, There is minimal area for the force to be displaced, so once something hits your knife/dagger, all of the force you flow down into your hand. you will either lose your grip on the knife, or break your wrist.

Fighting with a dagger is all about avoiding attacks and counter attacking, not about blocking/parrying/chambering.
Title: Re: Rebalancing Daggers and Knives
Post by: Nemeth on March 07, 2011, 05:55:43 pm
i don't think i have ever seen someone block a large weapon with a dagger in real life, because its just not physically possible. Daggers/knives are Shallow cuts, and piercing, where as sword/axes are deeper cuts, piercing. go take a knife and with one swing slice through a turkey leg, you wont be able to because swinging it that way wont give you the force required, the same issue comes when Blocking an incoming blow with a small weapon, There is minimal area for the force to be displaced, so once something hits your knife/dagger, all of the force you flow down into your hand. you will either lose your grip on the knife, or break your wrist.

Fighting with a dagger is all about avoiding attacks and counter attacking, not about blocking/parrying/chambering.

Noone is asking for the possibility to manual block with daggers and balance has never been about realism. Daggers were commonly used to kill even plated guys, they deserve to have better thrusting damage.
Title: Re: Rebalancing Daggers and Knives
Post by: Vygar on March 07, 2011, 05:58:05 pm
i don't want to be that guy but if someone wielding a dagger went to chamber someone swinging a sword, the person with the dagger would break their wrist.

Depends. 

If you tried to counter a sword with a small and light weapon and tried to match brute force with brute force you'd likely come out on the losing end.  However, a dagger is quite capable of redirecting that force so that the wielder only absorbs a small portion of the impact. 
Title: Re: Rebalancing Daggers and Knives
Post by: Grey on March 07, 2011, 06:04:24 pm
Fighting with a dagger is all about avoiding attacks and counter attacking, not about blocking/parrying/chambering.

When I get involved in a knife fight in real life I just press X and throw it at my enemies.

On a serious note, why cant throwing daggers be use in melee? I would make dagger class immedietly.
Title: Re: Rebalancing Daggers and Knives
Post by: Chasab on March 07, 2011, 07:31:36 pm
When I get involved in a knife fight in real life I just press X and throw it at my enemies.

On a serious note, why cant throwing daggers be use in melee? I would make dagger class immedietly.

If this goes in, i should be allowed to throw my scimitar.
Title: Re: Rebalancing Daggers and Knives
Post by: Bear on March 07, 2011, 07:50:19 pm
throwing scimitars O_O
I WANT DAT SHIT IN!
Title: Re: Rebalancing Daggers and Knives
Post by: Heroin on March 07, 2011, 07:52:53 pm
I don't agree with this for the following reasons:

1.) What you propose punishes people who use dagger/shield builds currently.
2.) Dagger speed is TONS faster than sword speeds. A 10-15 speed difference is a LOT.

Those two issues aside, the long dagger was nerfed in the big patch. Pre-patch, my masterwork long dagger did something around 30-31 pierce with a thrust. Personally, I think the pre-patch stats were good, and would not be adverse to seeing the stats reverted to pre-patch values.

Aside from that, I think a 0 requirement weapon with 115 speed and 30-31 pierce(masterwork) is very good already. It allows people to have builds such as a 3 str, 36 agi build, with athletics 12, and a 1h wpf of 200.

If anyone is curious, I had this build(or one very similar) pre-patch. It works because the high WPF paired with the added speed bonus from athletics makes up for the distinct lack of PS in the build. But, every little thing one-shots you.
Title: Re: Rebalancing Daggers and Knives
Post by: Konrax on March 07, 2011, 07:54:56 pm
The only problem with daggers right now is the time it takes to draw one.

Takes longer to draw your dagger than any other weapon from what it seems like.
Title: Re: Rebalancing Daggers and Knives
Post by: Keshian on March 07, 2011, 08:09:23 pm
+1 OP, it also makes some realism sense since rather than a larger clunky sword stabbing at general points in a person's armor, a dagger user moves in close and can do precise stabs to the weak points of the armor like under the armpit, the groin, and behind the neck because they can angle attacks better with a shorter weapon.  If anything there should be a precision assassin's dagger of 24 length that does 38 pierce damage.  Would really like to real ninjas and assassins, not the weak pseudo ones that just use the best swords in the game that don't match their theme.  Adds more character to the battlefield to have  another viable class out there.
Title: Re: Rebalancing Daggers and Knives
Post by: Banok on March 07, 2011, 08:26:31 pm
would love to see daggers made viable to play with, would me more more lulzy characters I could play ^^

+1 OP
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 08, 2011, 12:49:27 am
I don't agree with this for the following reasons:

1.) What you propose punishes people who use dagger/shield builds currently.
2.) Dagger speed is TONS faster than sword speeds. A 10-15 speed difference is a LOT.
1. Actually, not by much. By buffing the base damage but then adding a penalty with shields will put the dagger&shield user to have similar damage as they currently have under this system. Their damage would be several points lower for the long dagger, but the khyber knife in my example would have almost the exact same damage. However, to make their damage stay constant to what it is now with a shield, the weapons would need a +30% base damage raise since penalty with shield is -30%. That would be too much base damage probably -- although It still would probably not be OP due to lack of manual blocking. That would be a developer decision. I suggested they simply be in line with the swords for damage.

2.) That is a direct trade off for the lack of reach of the weapon. Also remember that due to low weight it gets a longer block stun when it is blocked so it can't spam with said speed.
Title: Re: Rebalancing Daggers and Knives
Post by: Heroin on March 08, 2011, 06:27:12 am
1. Actually, not by much. By buffing the base damage but then adding a penalty with shields will put the dagger&shield user to have similar damage as they currently have under this system. Their damage would be several points lower for the long dagger, but the khyber knife in my example would have almost the exact same damage. However, to make their damage stay constant to what it is now with a shield, the weapons would need a +30% base damage raise since penalty with shield is -30%. That would be too much base damage probably -- although It still would probably not be OP due to lack of manual blocking. That would be a developer decision. I suggested they simply be in line with the swords for damage.

2.) That is a direct trade off for the lack of reach of the weapon. Also remember that due to low weight it gets a longer block stun when it is blocked so it can't spam with said speed.

#1, +30% damage to counterbalance it will never happen. And for shielders to lose 30% speed and damage while using a dagger is simply stupid. It doesn't make ANY sense. Your idea of giving daggers a slight buff is ok. But giving them penalty with shield isn't.

Honestly, I think they should just buff the heirloomed stats of those weapons(not much, mind you). I'm thinking a couple extra points of damage to pierce OR cut, depending on the knife. It allows people who just want to use them as peasant weapons to still do so, while serious shankers can heirloom several times for serious shanking.
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 08, 2011, 07:54:42 am
#1, +30% damage to counterbalance it will never happen. And for shielders to lose 30% speed and damage while using a dagger is simply stupid. It doesn't make ANY sense. Your idea of giving daggers a slight buff is ok. But giving them penalty with shield isn't.

Honestly, I think they should just buff the heirloomed stats of those weapons(not much, mind you). I'm thinking a couple extra points of damage to pierce OR cut, depending on the knife. It allows people who just want to use them as peasant weapons to still do so, while serious shankers can heirloom several times for serious shanking.
Penalty with shield is just the damage penalty not the speed penalty to my understanding. I reference --> [ http://forum.c-rpg.net/index.php/topic,2624.msg46112.html#msg46112 ] 
And no, I firmly stand that daggers should not be as damaging as a sword for a shielder. That would be imba to have them have both the speed & damage whilst being able to auto-shield block. That is a god awful terribly bad idea and the entire reason they are nerfed as a whole currently.

Also, making only heirloomed stats increase is an even worse idea. "Yes, lets buff them but only for a special club of grinders tee-hee".

I fundamentally disagree with you on those statements.
Title: Re: Rebalancing Daggers and Knives
Post by: Konrax on March 08, 2011, 08:27:06 am
Honestly I carry around a long dagger and it works great against facehugger fast enemies.

Only problem is you get killed trying to draw it since it takes so long...
Title: Re: Rebalancing Daggers and Knives
Post by: Heroin on March 08, 2011, 08:57:57 am
And no, I firmly stand that daggers should not be as damaging as a sword for a shielder.

I thought you said the tradeoff was weapon length, and not damage? lol

I guess I'm just going to have to disagree with your entire idea, then. It's silly to give a dagger a penalty with shield. It makes no sense, and doesn't belong on that weapon. Again, revert stats to pre-patch values, and I think we'd be good.

Knives and Daggers are pretty much fine as they are now.
Title: Re: Rebalancing Daggers and Knives
Post by: Greziz on March 08, 2011, 04:27:39 pm
You know the dagger already has a penalty with shield like every other weapon in this game? Swing your dagger without a shield and swing it with the shield on some targets in the duel arena notice the differences?
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 08, 2011, 04:57:51 pm
You know the dagger already has a penalty with shield like every other weapon in this game? Swing your dagger without a shield and swing it with the shield on some targets in the duel arena notice the differences?
There is the innate speed reduction of using a shield that applies to all weapons. Yes, it experiences the same that all swords do now and is not exempt from it. That is not the penalty with shield. The penalty with shield modifier is specifically a -30% damage modifier.

I thought you said the tradeoff was weapon length, and not damage? lol

I guess I'm just going to have to disagree with your entire idea, then. It's silly to give a dagger a penalty with shield. It makes no sense, and doesn't belong on that weapon. Again, revert stats to pre-patch values, and I think we'd be good.

Knives and Daggers are pretty much fine as they are now.
There is a clear trend in the weapons of trade off of speed for weapon length & some damage. However, as I am saying in this thread that since the daggers are non-manual blockable they should not follow the damage nerf. That the trade off then should just be shortness for speed as they have the highest risk for reward of any weapon in the game -- only to do less damage than other weapons. HOWEVER, the reason they do so little damage currently is because of how they are with shields -- because then they can block.

Besides, I am suggesting a damage increase across the board + a penalty with shields to keep how they are with shields ROUGHLY THE SAME. TBH I think it is ideal for a 30% increase + shield penalty as that would keep shielders -exactly- the same but encourage & buff users who use them without a shield.

I even have a few lines of reasoning to support their damage increase by 30% + shield penalty:
 1. [Balance] Since they are the highest risk weapons they should have high reward. Since a shield negates the higher risk, the reward should be lowered. It is also one of the mot skill-intensive ways to play.
2. [reality] Since they were sharpened rather than dulled like swords (since you did not block with them) & since they were used to hit precise areas and had better angling as shorter weapons; they should do more damage. However, since with a shield you are limited in mobility & don't have your other hand to help thrust it in, you can not do the damage with a dagger equivalent to that without a shield.

a +30% increase would look like this, and it is surprisingly reasonable for damage stats actually.

Long dagger : Cost 300 --> ~2000
weight 0.25
requirement 0
spd rtng 112
weapon length 47
swing damage 23, cut --> 30, cut
thrust damage 25, pierce ---> 32.5 (32, or 33?), Pierce (seems a bit too high for also having such good cut...)
+add Penalty with Shield

Khyber Knife : Cost 406 --> ~2100
weight 0.4
requirement 0
spd rtng 108
weapon length 60
swing damage 24, cut  ---> 31, cut
thrust damage 17 pierce --> 22.1
+add Penalty with Shield

**side note: I think maybe the khyber knife would need 33 cut on  swing just to be comparable to the long dagger then as it is already gimp in comparison, lol wow.
Title: Re: Rebalancing Daggers and Knives
Post by: Dravic on March 08, 2011, 05:55:11 pm
Long dagger : Cost 300 --> ~3000
weight 0.25
requirement 0
spd rtng 112
weapon length 47
swing damage 23, cut --> 25, cut
thrust damage 25, pierce ---> 28
+add Penalty with Shield

Khyber Knife : Cost 406 --> ~2100
weight 0.4
requirement 0
spd rtng 108
weapon length 60
swing damage 24, cut  ---> 30, cut
thrust damage 17 pierce --> 20
+add Penalty with Shield

A bit changed, to not be overpowered (i know it wouldnt be, but some people would just say that 32 pierce dmg for dagger will be "INSTA KILL OH NOES!", even if it wouldnt be. ;) )
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 08, 2011, 06:09:44 pm
Dravic, that was about pretty much my first suggestion, but in hindsight I can see that it would penalize shielders too heavily. My modified post above with more user input (thanks to Heroin for making several good points) is a better solution as shielders would have absolutely no difference from playing as it is now to when it would be changed. However, a few points one way or another could be changed when modifying stats, as mine was simply an example of a straight 30% increase.
Title: Re: Rebalancing Daggers and Knives
Post by: Dravic on March 08, 2011, 06:40:24 pm
Well, if your stats were accepted by Fasader, I would be FUCKIN AWESOME with either 9str/30agi build or 6str/33agi build ;D

I would heirloom long dagger asap.
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 08, 2011, 06:54:43 pm
Well, if your stats were accepted by Fasader, I would be FUCKIN AWESOME with either 9str/30agi build or 6str/33agi build ;D

I would heirloom long dagger asap.
Just keep in mind that athletics doesn't make you run faster, only accelerate to top speed faster. A guy in plate with 2 athletics can run as fast as a naked guy with 10 athletics in a straight line, so keep that in mind if you make a character like that.
Lot of weird stuff happened in the patch that was mostly eliminated by the level cap anyways, but ah well. I was thinking of making a thread to reinstate athletics increase your top speed... You have to understand that it was done to prevent archers who kited and could still kill people in a few shots. That isn't possible as of the damage & speed nerf to archery anymore... But oh well.
You may be more inclined to have more strength than that, is all I am saying. *fun fact: 13 athletics and you are always at your top speed! You can dance in combat if you are OK with having 3 strength lol.

*EDIT: I am leaving this post as it was; although it contains errors. Athletics does increase top speed but it is always raining, etc. Weight also rapes your speed.
Title: Re: Rebalancing Daggers and Knives
Post by: Heroin on March 08, 2011, 07:25:20 pm
Just keep in mind that athletics doesn't make you run faster, only accelerate to top speed faster. A guy in plate with 2 athletics can run as fast as a naked guy with 10 athletics in a straight line, so keep that in mind if you make a character like that.

This isn't true. I've tested this.

Also, buffing the stats to what you said in your most recent stats post is simply too much. If they raised the long dagger thrust to only 28, they wouldn't have to add penalty with shield. It would be in line with what the long dagger stats were pre-patch, which wasn't OP anyhow. Just drop the idea of penalty with shield completely, and your idea is much more sound.

A 30 pierce weapon becomes a 20 pierce weapon when used with a steel buckler? No. Fucking. Thanks.
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 08, 2011, 07:58:31 pm
This isn't true. I've tested this.

Also, buffing the stats to what you said in your most recent stats post is simply too much. If they raised the long dagger thrust to only 28, they wouldn't have to add penalty with shield. It would be in line with what the long dagger stats were pre-patch, which wasn't OP anyhow. Just drop the idea of penalty with shield completely, and your idea is much more sound.

A 30 pierce weapon becomes a 20 pierce weapon when used with a steel buckler? No. Fucking. Thanks.
True that with a really small buff there needs to be no penalty with shield. And really, I don't think 32 pierce is too much for a dagger that can't block, or even 33 cut on a slash with a knife that can't block either. You are really hung up on the idea that I want to nerf using it with a shield, when I want to keep it the same. If there was a way to Buff damage by 15 - 20% and have a shield penalty of 15 - 20% that would be ideal. However, there is not until cmp gets his super magic code working.

And the athletics thing is true, as I have tested it myself with others. The lower athletics takes a longer time to reach the top speed but it will have the same exact top speed as everyone else. You effectively run faster by reaching that top speed first, but you are not any faster at top speed. If you run in circles and zig zags the difference is real though since you will maintain top and they won't.
Title: Re: Rebalancing Daggers and Knives
Post by: ThePoopy on March 08, 2011, 09:28:58 pm
would be cool if all 1h weps had sec mode that make u hold the wep opposite way and get 0 range (fist range) but with the dmg type and amount of the wepons thrust attack

maybe dont have to do with thread but I came to think of it when thinking about dagger and assassinating
Title: Re: Rebalancing Daggers and Knives
Post by: haxKingdom on March 08, 2011, 09:48:10 pm
forget all this damage crap. just make it unsheathe in a millisecond and 1 hit ko facestab.
Title: Re: Rebalancing Daggers and Knives
Post by: Heroin on March 08, 2011, 11:17:06 pm
And the athletics thing is true, as I have tested it myself with others. The lower athletics takes a longer time to reach the top speed but it will have the same exact top speed as everyone else. You effectively run faster by reaching that top speed first, but you are not any faster at top speed. If you run in circles and zig zags the difference is real though since you will maintain top and they won't.

The higher athletics person will run faster at top speed. Along a stretch, the higher athletics person will slowly but surely make headway, so long as they are unencumbered.
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 09, 2011, 05:02:06 am
The higher athletics person will run faster at top speed. Along a stretch, the higher athletics person will slowly but surely make headway, so long as they are unencumbered.
Any discussion on athletics is for the athletics thread that got created as a side-effect of this thread.
Link is here: http://forum.c-rpg.net/index.php/topic,2842.0.html
Title: Re: Rebalancing Daggers and Knives
Post by: MountedRhader on March 09, 2011, 05:07:21 am
You know the dagger already has a penalty with shield like every other weapon in this game? Swing your dagger without a shield and swing it with the shield on some targets in the duel arena notice the differences?
Goddamn right there is a penalty with a shield. My dagger is surely for fun and is in no way OP. I say nerf that fking bar mace and throwing lances if anything. Dagger is under powered in my opinion cuz I heir-loomed mine and I still have something like 300 kills 800 deaths.  :oops:  :mad:
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 09, 2011, 05:25:25 am
Goddamn right there is a penalty with a shield. My dagger is surely for fun and is in no way OP. I say nerf that fking bar mace and throwing lances if anything. Dagger is under powered in my opinion cuz I heir-loomed mine and I still have something like 300 kills 800 deaths.  :oops:  :mad:
Those are being nerfed. Well, no official statement on throwing lances but all throwing is being changed.
And yes the dagger is underpowered, hence this thread. Also, daggers aren't a good idea with shield as they have such low reach.
Title: Re: Rebalancing Daggers and Knives
Post by: Heroin on March 09, 2011, 07:58:40 am
You are really hung up on the idea that I want to nerf using it with a shield, when I want to keep it the same. If there was a way to Buff damage by 15 - 20% and have a shield penalty of 15 - 20% that would be ideal. However, there is not until cmp gets his super magic code working.

I'm hung up on the idea because your idea will directly nerf one of my characters by 10-15 damage per thrust/swing. I have had this character for 6 months, and have put lots of time into heirlooming items for his build. If "penalty with shield" is added to all daggers, some of my heirloomed items become useless to me.
Title: Re: Rebalancing Daggers and Knives
Post by: Greziz on March 09, 2011, 09:23:47 pm
Heroin they already are nerfed with a shield seriously spend some time swing your dagger with shield and without and realize already weilding a dagger with a shield makes it a fucken floppy tuna fish.
Title: Re: Rebalancing Daggers and Knives
Post by: Heroin on March 10, 2011, 12:15:05 am
Heroin they already are nerfed with a shield seriously spend some time swing your dagger with shield and without and realize already weilding a dagger with a shield makes it a fucken floppy tuna fish.

I HAVE spent TONS of time swinging my masterwork long dagger, both with and without my buckler. I pretty much always put the buckler away when I'm fighting someone with an axe. And yes, I know that the shield speed effects how much weapon speed I can actually get out of my dagger, but only when switching from block to attack. If you attack-attack, you don't lose any weapon speed at all. Also, the "penalty with shield" flag is going to take 30% damage away from the dagger, which it does NOT currently do. Using a shield doesn't currently lower your damage with a dagger at all, and a 30% damage loss is a SHITLOAD.
Title: Re: Rebalancing Daggers and Knives
Post by: Greziz on March 10, 2011, 08:34:57 am
I keep a positive kill death ratio without a shield and I must certainly dont keep it with a shield when I tried it cause I moved slower didnt get a nicer speed bonus and I most certainly felt like I swung slower and hit lighter. I feel it is just much more important to work on your spam chambers and footwork lose the shield and work on you free hand style.
Title: Re: Rebalancing Daggers and Knives
Post by: Heroin on March 10, 2011, 07:21:10 pm
I keep a positive kill death ratio without a shield and I must certainly dont keep it with a shield when I tried it cause I moved slower didnt get a nicer speed bonus and I most certainly felt like I swung slower and hit lighter. I feel it is just much more important to work on your spam chambers and footwork lose the shield and work on you free hand style.

That is your opinion. You hit just as hard with the shield, however. And if you're using a sufficiently fast and lightweight shield(buckler), then any slowdown you receive is minimal, not like the 30% being suggested.
Title: Re: Rebalancing Daggers and Knives
Post by: MountedRhader on March 11, 2011, 11:36:01 pm
You hit just as hard with the shield
One word: Nope.  :mad:
Title: Re: Rebalancing Daggers and Knives
Post by: Bifi on March 12, 2011, 10:18:06 am
Just add double damage for backstabbing with daggers and knifes  :mrgreen:
Title: Re: Rebalancing Daggers and Knives
Post by: Dravic on March 12, 2011, 10:37:22 am
Bifi, that would make agi builds actually nice. Just run around your opponent to hit in his back and he is dead if you have 9str/30agi =D

+1!
Title: Re: Rebalancing Daggers and Knives
Post by: Bifi on March 12, 2011, 10:40:33 am
try to get behind someone who has a large weapon and can see you, if you cant block
Title: Re: Rebalancing Daggers and Knives
Post by: Dravic on March 12, 2011, 10:46:17 am
;D
Title: Re: Rebalancing Daggers and Knives
Post by: Grey on March 14, 2011, 12:14:35 pm
try to get behind someone who has a large weapon and can see you, if you cant block

Polearm agility and many sideswings makes battlefield look like ROFLCOPTER battle
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 22, 2011, 01:16:51 am
Bump for Daggers and knives being effective weapons.
Also, if any dev can post with their thoughts, or maybe other possibilities?
I'd love to hear what the balance team thinks.
Title: Re: Rebalancing Daggers and Knives
Post by: Dan lol on March 22, 2011, 04:06:47 am
Give daggers a 2h alt mode like the fighting axe and langes messer with the same cut but a stupid stab damage

bing pang boom you chamber kiddies can do your stabbing and you turtle daggers can use your shields
Title: Re: Rebalancing Daggers and Knives
Post by: Heroin on March 22, 2011, 05:15:19 am
Give daggers a 2h alt mode like the fighting axe and langes messer with the same cut but a stupid stab damage

bing pang boom you chamber kiddies can do your stabbing and you turtle daggers can use your shields

I support this idea.
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 22, 2011, 07:11:20 am
Give daggers a 2h alt mode like the fighting axe and langes messer with the same cut but a stupid stab damage

bing pang boom you chamber kiddies can do your stabbing and you turtle daggers can use your shields
Vouch. Pretty simple Idea.

Kind of interested as to how it would look with the animation that way though.
Title: Re: Rebalancing Daggers and Knives
Post by: Dan lol on March 23, 2011, 09:59:16 pm
Oh there is no doubt in my mind that it would look retarded, but things looking retarded hasn't stopped chadz from implementing them in the past
Title: Re: Rebalancing Daggers and Knives
Post by: Cyclopsided on March 24, 2011, 07:18:30 am
I forgot to put this in my prior post, but if it required 2H proficiency to use...
Yeah, no.
Title: Re: Rebalancing Daggers and Knives
Post by: Heroin on March 24, 2011, 03:35:49 pm
I forgot to put this in my prior post, but if it required 2H proficiency to use...
Yeah, no.

Of course it would use 2h prof while in 2h mode. Logic ftw.

And if your build is a dagger build, and you want to do all your chambering, stabby stabby, etc, then why would it make a difference? You'd just take 2h prof instead of 1h prof, and wouldn't use a shield. The weapon would be functionally exactly as you are asking for it to be, while in 2h mode.