cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: San on June 24, 2012, 07:54:39 pm

Title: Weapon Master Buff- less wpf reduction from armor
Post by: San on June 24, 2012, 07:54:39 pm
As a quick fix without the complication of changing current wpf curves, higher values in weapon master should lower the amount of wpf reduction from armor.

I was thinking that 7% less wpf reduction from armor for every WM might be good. Getting massively  high WM means you can't wear enough armor for it to matter anways.



Weapon master as a skill is currently very weak. With 0 WM, you can get 110-120 wpf easily. If WM can help maintain effective WPF values, it helps buff hybrids while not buffing pure builds too much since even a small reduction hurts higher wpf values, and helps classes that relies on high WM.

This will be a nice duality between strength that helps maintain your running speed with armor, and WM that helps maintain your swing speed with armor.


Ranged:
They will be able to wear more armor without as many penalties except for running speed. They will also make more use of 60-100 wpf sidearm. They will be faster but they still won't hurt much.

Hybrids:
They will get more out of each point of wpf they have. If they have 100 wpf in another weapon, the effective wpf will be closer to 90-100 with a high WM build than it was before in the same armor.

High WM pure builds:
With 160-180 WM, they can wear more armor and keep pretty high WM. Due to their low strength, they can't wear armor that is too heavy if they don't want their movement speed to be drastically slower. Any reduction to high WPF is harsher than it is for something like 130 WPF. Swing speeds won't get any faster than a high WM build with barely any armor at all.


Low WM builds are unaffected and play exactly the same.


The average player with 5-6 WM would receive a slight-medium boost.


Possible problems:
Medium armor becomes way too good. With looms, everyone would be able to get decent armor values. This would devalue light armor a bit. Light armor would still be used mostly for movement speed anyways, though.



I believe completely reworking WPF would be better, but it will be quite complicated to get it right and still make WM viable. I just thought of this so there's bound to be problems I haven't thought about.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Leshma on June 24, 2012, 08:01:31 pm
I totally agree with your suggestion.

But it seems they want to buff naked spammers...
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Mala on June 24, 2012, 08:05:28 pm
with light armour you already have nearly no reduction.
They would gain nothing while medium and heavy get the whole bonus.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Bulzur on June 25, 2012, 12:33:43 am
I don't want to see heavy armored archers and xbow...
With 18 strength, you have a good variety of armor, yet archers tend to only use 12 str or lower armors. Let's not change that, shall we.

This will basically not buff WPM, but buff TINCANS. Since the othes in medium/light armor don't really care. So... no.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: San on June 25, 2012, 02:26:19 am
@ Mala:
Yeah, but they would still be slower in movement compared to a light armored foe, even though both may continue to swing quite fast. That movement is still important. It just doesn't FORCE light armor on agility builds. Remember that agility builds get slowed down by armor with the lack of strength.

@Bulzur:
Not heavy armor, but more along the lines that they'll be able to get within the ~30 or so body armor range safely instead of rags.
It will buff agility-based tincans, but heavy armor will still lower  effective wpf quite a bit. 5 WM is only 35% reduction, so if a tincan has 140 wpf and a ton of armor, instead of 90 effective wpf, they'll have closer to 105-110, which isn't that much. It will give them an advantage in swing speed over 0 WM tincans.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Corsair831 on June 25, 2012, 02:36:42 am
I totally agree with your suggestion.

But it seems they want to buff naked spammers...

it's a stupid suggestion, the armour wpf decrease is there to make sure there's SOME reason not to take super tanked armour, if you reduce that you're just overpowering armour even more than it already is ...
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: owens on June 25, 2012, 02:44:21 am
The low armour threshold is misplaced.

Most Players are wearing 45+ armour. This is the middle ground.

Agility build should be able to approach these values without being completely gimped. At the moment medium, low and high armour weights are not matched to high, low and medium penalties. Or what chadz thinks high, low and medium armour is.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Camaris on June 25, 2012, 12:05:42 pm
I think its fine like it is.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: EyeBeat on June 25, 2012, 01:19:41 pm
I would rather them buff people that wear light armor as opposed to medium armor.

They need it more.

Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Bobthehero on June 26, 2012, 05:26:20 am
it's a stupid suggestion, the armour wpf decrease is there to make sure there's SOME reason not to take super tanked armour, if you reduce that you're just overpowering armour even more than it already is ...

Dafuq?

Go die in a hole, heavy armor's pretty bad at the moment.

@op
Do it.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: DaveUKR on June 26, 2012, 09:27:46 am
I actually particularly agree, but less WPF penalty should only be for real agiwhores, who don't really need to wear heavy armour (make it like 7WM is the same like now, 8WM give a little bit less wpf penalty, 6 WM give a little bit MORE wpf penalty).

Current problem is that tincans actually can have super speeds with their weapons, so they can backpedal and spam.

To sum up, there is no need to touch anything because Stamina implemention will sort things, we'll see, don't hurry.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Matey on June 26, 2012, 12:30:38 pm
As a quick fix without the complication of changing current wpf curves, higher values in weapon master should lower the amount of wpf reduction from armor.

I was thinking that 7% less wpf reduction from armor for every WM might be good.




i got this far then stopped reading. I hate your idea! it just means that wankers who wear armour despite having balanced or agi heavy builds will have no penalty unlike manly men who dont crutch on armour. if you want WPF to mean more, just do that... make it mean more... give more wpf per WM or maybe change the amount of points per wpf so that high agi chars get a more noticeable increase in speed. but from what i read of your proposal it would just be a slap in the face of people who are making sure to be super low weight to avoid penalties and would just encourage more wankers in armour.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: EyeBeat on June 26, 2012, 10:26:05 pm
i got this far then stopped reading. I hate your idea! it just means that wankers who wear armour despite having balanced or agi heavy builds will have no penalty unlike manly men who dont crutch on armour.

I really do not understand why shielders wear armor anyways.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: oprah_winfrey on June 26, 2012, 10:38:20 pm
i got this far then stopped reading. I hate your idea! it just means that wankers who wear armour despite having balanced or agi heavy builds will have no penalty unlike manly men who dont crutch on armour. if you want WPF to mean more, just do that... make it mean more... give more wpf per WM or maybe change the amount of points per wpf so that high agi chars get a more noticeable increase in speed. but from what i read of your proposal it would just be a slap in the face of people who are making sure to be super low weight to avoid penalties and would just encourage more wankers in armour.

Yeah except for the only part that is relevant to agi build at the moment, which is decrease in athletics, not wpf.

That being said, I think that this might buff archer hybrids a little too much.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: San on June 26, 2012, 11:32:51 pm
I can't really think of anything for light armors sadly. I was thinking it would give users with agility more of an option how quickly they want to move on foot while not hindering their swing speed as much, and raise the average swing speed so str users are indirectly weakened. I would like to see WM useful in some way without really uber nerfing low WM builds too much. I see more of the flaws with my suggestion now though.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: John on June 27, 2012, 03:08:06 am
I really do not understand why shielders wear armor anyways.

Because when you have more than 10 ping, people phase through you all the time and you can get hit despite having a shield.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Matey on June 27, 2012, 07:00:21 am
honestly... fuck people who have less than 3WM... they deserve to have awful swing speed in exchange for their 36/3 nonsense.
3/36 is garbage so why is it so offensive to imagine 36/3 also being garbage? and really, 36/3 will never be useless anyways cause even if you cant 1v1 for shit due to awful swing speeds, you can still one shot people in battle and soak tons of damage.

so yeah... hows this for an idea... look at curve on how many points = 1 wpf... increase this number at the start and decrease it later, or find a number and just have it always be that... so right now: a 36/3 wanker with 1WM would have (according to the vargas char builder) 291 points which currently would get them 119 wpf if they dump it all into one thing. a 27/12 build 4wm would have 441 points to spend which could get them up to 140 in the weapon of their choice. a balanced 18/18 build with 6 WM would have 591 for 156 wpf. Lastly a 12/27 with 9WM would have 891 points which can get them to 182 in whatever wep.

so the difference in the WM is really not that much. 119 is pretty slow but it is functional. 140 compared to 156 and 182 is very minor and most people are perfectly happy having 130-140... even with armour penalties being applied.

i tried some calculations with each wpf costing 4 or 5 points, and while the high WM build can survive this, it would be pretty brutal on anyone with under 6 WM so I think to make it work, perhaps the amount of wpf gained per point into WM should also be a consistent number? or alternatively, remove all wpf point gains from leveling and make it so that WM is the only way to get points for WPF and each point of WPF always costs 1 point, but the amount of points gained for each level of WM would actually decrease.. example. you get 40 WPF for 1WM then 30 for 2, 25 for 3, 20 for 4, 15 for 5, 10 for 6, 10 for 7, 10 for 8, 10 for 9, 10 for 10 and so on. doing it this way would put the total points you could spend at... 0WM = 0, 1WM = 40, 2WM = 70, 3WM = 95, 4WM = 115, 5WM = 130 then 140/150/160/170/180 for 6/7/8/9/10 and so on. Personally, I think there is a better way to do it but I think some serious overhaul to the way you get and spend WPF points would be great. I think the main goals would be to make it so having 3WM would get you to about 100wpf while less than 3 is quite disadvantageous. the other important things are to make sure people arent getting into the 200s (cause that gets out of hand fast) and lastly making sure we dont get hybrids that have 140 in this and a 140 in that. there is nothing wrong with having wpf in 2 different things, but you shouldnt be as good at both as most players are at one or the other. I dont want agi or WM to be OP, it just needs to be a bit more important. the average player should probably gravitate towards a balanced build until they want to start specializing in certain areas.


gah I ranted. oh well.

TL:DR make WM mean more by overhauling the math on WPF. make it seriously painful to play with less than 3WM and make sure having 10+ WM doesnt get retarded.

p.s. I have 8WM which nets me 172wpf in 1hand and I think that is pretty fair... when I had 9WM i had 181 WPF which also was pretty fair since I had less PS as a result. I think wpf numbers players can reach with high amounts of WM are pretty good right now, I just think that players with no WM are getting it way too easy right now.

oh oh! one more idea! implement something like in single player where you need X WM to surpass X WPF. for example, I think you need 1WM in order to take a weapon past 60wpf? and like 2WM for 100? 3 for 120? something like that... im sure cRPG devs could find a way to make that work as well... "0WM? ok you cap at 50wpf... you can still have 114 points to spend and have 50 in 2hand and 50 in pole... but you dont pass 50."
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Smoothrich on June 27, 2012, 09:42:58 am
I really do not understand why shielders wear armor anyways.

You and matey do light infantry (very well) which is all about 1 vs 1s, catching people out of position, and you wear light armor for the move speed and wpf.

Medium to heavy armor enables people to fight in the main blob better, and half the damage you are reducing, especially as a shielder, is friendly swings trying to killsteal you.  I know my shielder gens had ~12 armor weight or less to be decent at both.

Its a good, logical trade of offense (wpf) to defense (armor), with light armor having the mobility advantage to not be swarmed by plate my old friends or get the edge in duels.

I certainly do not think heavy armor needs faster swing speeds, its a buff to armor crutching and I think would disrupt some of the established balance that works good out of the melee characters.

And san, do you really think your steel pick doesn't swing fast enough in your ~20 weight kit or whatever it is, haha.  100 speed is gonna be fast no matter what.  Hell full plate doesn't stop Neo from pro pick play.

Finally the biggest problem would be balanced builds, especially level 32+, wearing full plate and using pierce weapons.  Do you guys remember Tydeus and Galgorth back in the day as plate my old friends with becs and balanced builds?  Excellent duelists, and just stupid staying power in battle servers.  I imagine it would be like giving 18/21 builds in full plate another level or two of powerstrike when they get more effective WPF, with max WM doing damage upwards of high strength builds today.  They should be able to achieve high damage with Weapon Master, but at the trade off of armor weight (I like the weight/wpf mechanic)

I agree with matey that 0 WM builds need to be punished more, it honestly allows people to make retarded builds (especially over level 31), something I love about Rhaelys is that he posts his build in every discussion on this and talks about how broken it is.  I think it's 30/12 with max IF, 0 WM, and 2 shield at level 33?  Banded armor + great long bardiche.  And watch him play and tell me how gimped you think his footwork or swingspeeds are lmao.  Reducing the innate WPF gain with leveling and increasing the WPF per level of weapon master is definitely a good start, or something similar.

Anyways this is a moot point because the devs as far as I know have something in mind already to make weapon master more appealing, and any discussion we have is probably meaningless except for Paul/Urist to read condescendingly while he twirls his Snidely Whiplash moustache and assures cmp that overhead nerf is great for melee play and the people will learn to love it.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: bruce on June 27, 2012, 11:03:03 am
There's a few easyish ways to deal with 0-1 WM builds, mainly making leveling give less wpf and WM more, balancing it so that level 30 builds with WM are more or less the same as now, but ones with <3 WM have less wpf.

It is also a better approach then making WM give you less wpf reduction from armour.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Smoothrich on June 27, 2012, 03:08:25 pm
I definitely don't want to see both an increased to how WPF scales up with higher levels of weapon master, and faster weapons in general when the devs rebalance combat speed.  I know a lot of people think the game is generally way too slow, but personally I have a lot of trouble reacting sometimes to weapons that are 100+ speed, and doubly so with the one hand animations in a close distance.  Italian swords, scimitars, picks, etc.

One time I tried dueling a guy on EU server so i had ~110ping, we dueled for a good 20 minutes and were similar skill level, but he had a high WM build probably and was using a katana (102 speed MW i believe).  I could read the incoming attack properly and put up my block, but I felt like I was always just fractions of a second too slow to compensate with lag.  I had to straight up ask him to switch weapons in order to play.

Maybe I'm just bad, but I think a lot of people, probably the majority of players who aren't VISCERAL 2FASt2FURIOUS INSTAKILL REALISM DUEL pr0s, would be turned off by even more people running around with extremely fast and spammy weapons, blowing through animations to hit before some people can react.  So don't just "buff wm" and weapon speeds to a silly level imo.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: oprah_winfrey on June 27, 2012, 03:54:32 pm
The way I look at the current WPF system is that WM over 3 is just worthless for pure melee, and that first 3 is mostly to neutralize wpf penalties from armor. The same way that having PT, PD, HA is useless for a pure melee build. This isn't even the worst system, as long as everyone knows this, which I would assume is starting to become the case at this point.

However, I look foward to WPF actually mattering and what will wind up being a nerf to strength builds.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Bobthehero on June 27, 2012, 06:28:01 pm
Well lets just hope it a buff to agi, rather than a nerf to strenght, eh?
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: San on June 27, 2012, 06:33:42 pm
No, steel pick is fast enough even with like 70 wpf. I won't benefit from this because I want to do a 0 WM build cause WM sucks.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: oprah_winfrey on June 27, 2012, 06:35:48 pm
Well lets just hope it a buff to agi, rather than a nerf to strenght, eh?

Fine, how about a nerf to first person view.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Bobthehero on June 27, 2012, 06:39:23 pm
But... but... you might as well nerf swashbucklers at that point :(
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Matey on June 27, 2012, 09:09:11 pm
Well lets just hope it a buff to agi, rather than a nerf to strenght, eh?

sorry bob but it needs to be done. 36/3 will never be as bad as 3/36 but it needs to be pretty bad. you may just have to suck it up and do 27/12 or something.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Bobthehero on June 27, 2012, 09:21:38 pm
I do 32/9 at level 33 now, I have points in Weapons Master, so anything that buff it works for me :P
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Canary on June 28, 2012, 01:57:38 am
I do 32/9 at level 33 now, I have points in Weapons Master, so anything that buff it works for me :P

This pretty much exemplifies why a change to weapon master would be best if it coincided with a nerf to strength-heavy builds (and their wpf). You can't have your cake and eat it, too. If you want the best of both kinds of benefits, you roll a balanced build.

TL:DR make WM mean more by overhauling the math on WPF. make it seriously painful to play with less than 3WM and make sure having 10+ WM doesnt get retarded.

I don't think it should be painful to play, just statistically penalizing. I mean, there are slow weapons that work, why wouldn't a slow-swinging build work?

One thing that seems inconsistent is how much you lose out on for not having power strike. It would make sense to make weapon master similarly requisite as a statistic.  If that were the case, since they both serve a similar function, you could viably take one or the other and do just as well or nearly as well, if in a slightly different fashion. It would certainly even things out between strength and agility somewhat. Although this would be bad because...

Finally the biggest problem would be balanced builds, especially level 32+, wearing full plate and using pierce weapons.

...balanced builds would probably get too much of a benefit by finding a median between the two viable damage skills and end up even further ahead, in many facets, than they already are, unless the changes were very carefully implemented.

While I think it's somewhat unrealistic to talk about and compare 36/3 builds to 3/36 builds as if they're really what people are generally doing, it does paint a vivid picture of just how big a disparity there is between the viability of the only two attribute points.

Its a good, logical trade of offense (wpf) to defense (armor), with light armor having the mobility advantage to not be swarmed by plate my old friends or get the edge in duels.

I certainly do not think heavy armor needs faster swing speeds, its a buff to armor crutching and I think would disrupt some of the established balance that works good out of the melee characters.

With the current meta-balance between attributes and the way they interact with armor, agility just completely loses out. The suggestion san gave would help lower the gap between attributes and I don't think it goes far enough, but maybe it's not the right way to approach it. As it stands, though, the increased hit points high strength builds get just have too much synergy with higher armor values, while high agility builds not only don't get that synergy, they also get stiff penalties to their primary benefit (runspeed) by wearing the heavier armor.

honestly... fuck people who have less than 3WM... they deserve to have awful swing speed in exchange for their 36/3 nonsense.
I agree with matey that 0 WM builds need to be punished more, it honestly allows people to make retarded builds (especially over level 31), something I love about Rhaelys is that he posts his build in every discussion on this and talks about how broken it is.  I think it's 30/12 with max IF, 0 WM, and 2 shield at level 33?  Banded armor + great long bardiche.  And watch him play and tell me how gimped you think his footwork or swingspeeds are lmao.  Reducing the innate WPF gain with leveling and increasing the WPF per level of weapon master is definitely a good start, or something similar.

Retarded builds like my 7 power strike 9 athletics thing with only 2 WM. Let's put into perspective how shitty it is currently to not do ridiculous specs like mine or the one Rhaelys has: If I were to go 18/27 instead of 21/27 and put those seven skill points I freed up in weapon master I would be doing less damage and would be less survivable. On top of which, I'd be limiting my options in combat by having to specify further which weapons the damage bonuses I do have will go to. I've used 1handers with no points or few points of proficiency in them for a long time (typically as a sidearm for the 3-slot polearms), and by taking weapon master instead of more strength and putting those points into my chosen spec of polearms*, I'd be doing less damage with 1handers on top of lower hit points and lower polearm damage (and 2hand/fist damage, I guess). A nearly imperceptible increase in weapon speed for polearm weapons? No thanks. I'm used to using slower weapons anyway.

(click to show/hide)

I agree that something should be done about stats because of things like this, but it does cost us more options for optimal builds. I think it's fair to say "nerf low WM builds", but it's unfair to say it unless you also want to make it worthwhile to take weapon master (hint: making WM normalize to current levels of efficacy with more points invested does not make it worthwhile).

I definitely don't want to see both an increased to how WPF scales up with higher levels of weapon master, and faster weapons in general when the devs rebalance combat speed.  I know a lot of people think the game is generally way too slow, but personally I have a lot of trouble reacting sometimes to weapons that are 100+ speed, and doubly so with the one hand animations in a close distance.  Italian swords, scimitars, picks, etc.

...

Maybe I'm just bad, but I think a lot of people, probably the majority of players who aren't VISCERAL 2FASt2FURIOUS INSTAKILL REALISM DUEL pr0s, would be turned off by even more people running around with extremely fast and spammy weapons, blowing through animations to hit before some people can react.  So don't just "buff wm" and weapon speeds to a silly level imo.

I think a lot of this reasoning (that the game should be faster paced) is related to the belief that the game should be less forgiving of mistakes (not just that it's easier to make them, i.e. through faster weapon speeds,  though that's probably a big part of it). Right now, that is, some people believe it's too easy for moderately skilled players to become capable of surviving multiple mistakes in the same fight. This is on top of the likeliness that seemingly endless block cycles can happen so regularly with how the game is in general. Fights between two people can take so long sometimes because certain builds/gear setups cater so well to making mistakes, and they have so few downsides for doing so.

One thing I notice when playing native on higher combat speeds is that it doesn't just make the learning curve steeper, it makes things a lot more variable. There are more ways for you to mess up, but that applies to your opponent, as well. It even seems random, sometimes, when something happens that tips the fight in one side's favor. I don't necessarily prefer what happens there, but I can see why someone would, especially now that we're getting so many of our melee combat options taken away.

As for simply increased speed...
I remember when retirement gave a carryover wpf bonus. This was back when the level range was higher and heirlooming could give more than 1 speed as a bonus. What was the katana back then, 105 at masterwork? That coupled with over 300 wpf meant you literally did not see the weapon syncing up with the hitbox sometimes, and it made for a horrible, bad game.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Piok on June 30, 2012, 01:09:22 pm
Just make wpf points gain linear not progressive. Other skills are linear so why not wpf.
Actually we need lesser wpf then more. With sniper archer, pure thrower builds and uncatchable arbamy old friend buff to wpf is way to hell.
Not to mention full wpf kuyak wearing 2h spammagods (I like kuyak also and  who does not   :mrgreen: We need more kuyak awesomeness especially in heavier armor category).
So make wpf gain linear lets say 60 wpf per point. This will actually make invest to few wpf more plausible.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: engurrand on July 01, 2012, 07:31:31 pm
I totally agree with your suggestion.

But it seems they want to buff naked spammers...

I fear this and feel it trending towards that.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Strider on July 01, 2012, 11:29:31 pm
Great suggestion. 100% this.
Most people don't go for high AGI. This might give them a reason to go AGI for WM.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Piok on July 02, 2012, 08:03:24 pm
Why to hell everyone thinks that agi builds always max wm  :?:
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Konrax on July 09, 2012, 07:07:50 am
This is a good suggestion
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: rustyspoon on July 09, 2012, 02:24:23 pm
I still don't think that WM needs a change. The way it is now, you only need WM if you are a hybrid, use a slow weapon or are ranged. Why is that a problem?

In my opinion, the best way to buff agi builds is to change the athletics penalty from terrain to be linear-based instead of percentage-based. As it stands now, your athletics is penalized MORE by terrain if you have high athletics. That is dumb.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Rumblood on July 09, 2012, 06:04:15 pm
The only change I would make after doing some extensive experimenting is that at Weapon Master 8 you could use around 50-75 more raw points to spend.

For an archer, that would allow me to use armor instead of going naked so I am no longer a 1 hit casualty (that sucks, it just does). Though the armor effects my wpf and accuraccy, the 8 WM lets me overcome the accuracy penalty by dumping more wpf into it to compensate.

The issue is that it takes all of those WPF points to compensate, leaving that 1 WPF melee weapon. Another 50-75 raw points would allow a 60 WPF in 1 handers.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Canary on July 09, 2012, 07:51:37 pm
I still don't think that WM needs a change. The way it is now, you only need WM if you are a hybrid, use a slow weapon or are ranged. Why is that a problem?

It's not a matter of need, it's a matter of skill points being useful. If you aren't ranged and aren't a hybrid, you're not getting your skill-point's worth of combat effectiveness by putting it into weapon master, it's better spent in a number of other places.

I suppose that's not necessarily a bad thing, but weaponmaster is supposed to be one of the main benefits of having high agility, and right now its usefulness is extremely low for melee builds in comparison to the two primary melee skills for strength. That's on top of the multiple benefits gained from raw strength opposing the one benefit raw agility gives.

In my opinion, the best way to buff agi builds is to change the athletics penalty from terrain to be linear-based instead of percentage-based. As it stands now, your athletics is penalized MORE by terrain if you have high athletics. That is dumb.

Agreed. Also that thing where castle interiors make you move at base speed for some reason. Unfortunately, when I reported the terrain issue on the bugtracker and cmp said it was an engine limitation that couldn't be fixed.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Turboflex on July 10, 2012, 03:44:32 pm
I agree with Rustyspoon...WM balance seems ok. Certain people using particular weapons or hybrid need to take it, and the rest of people get to spend those points elsewhere.

If you want to buff AGI then it seems like there's better direct ways to do it than indirectly via broad WM changes.
Title: Re: Weapon Master Buff- less wpf reduction from armor
Post by: Gimest on July 12, 2012, 10:49:21 am
I really do not understand why shielders wear armor anyways.
Well ive been shielder for some months now, and i use light-medium armor, mail gauntlets and mail shirt, but the reason i wont go any lower tough i would sometimes like to move a bit faster is, horse bumbs, ranged ( yes even if ur keeping ur shield up there can allways be some other ranged to shoot you in the back) and teamhits, even now when i have loomed armors, one horsebumb can take around 40% of health, and at baddest teamhits can take around 80%. And of course its nice to survive atleast one mistake/hit to back from high damage hitters.

Spoons note about athletics penalty by terrain/holding strike/shield is fantastic, been wondering why cant it be like this, cuz of the weapon hit/block speed isnt reduced, the reduction to movement speed is fucking killer to agi builds (compared to str) when terrain is slowing you down or theres raining or other things that reduce ur movement.