This thread is about what people think is really important to bring more game balance to cRPG (not crazy new ideas, but rather tweaks). Please post what you think are essential small adjustments to improve game balance and maybe by consensus of opinion we can help chadz with upcoming patches/updates. Please provide reasons as well. Please dont post what you disagree with what someone thinks needs changed, just post what you think needs changed and we will see from a consensus.
1. Remove polearm stun for poleaxes and axes. Currently sideswings get the same benefit of stunning your opponent that the traditional thrust with a spear does. It makes elegant poleaxes and their ilk not only do more cut damage with greater reach then 2H swords (with block stun because of heaver weapons) at around same speed, but also will polearm stun opponents so that you have to block twice before swinging back every ime you get hit. Doesnt make much sense for these weapons as theya re cut damage just like swords and are primarily swung not thrust. Also with that the elegant poleaxe should not be a balanced weapon as it it a long giant axe like the others.
2. Allow bows to hold shots for more then 1/2-1 second before reticule rapidly expands and shots go randomly haywire left/right/up/down of where you are aiming. Maybe keep it for longbow (very tough to pull so harder to hold shot), but when you have 8 powerdraw with a weak 20 pound khergit bow you should be able to hold your shots for slightly longer allowing you to track and aim. Maybe add a few more cut damage to longbow as most damage is from the pierce with arrows and the slight difference in cut damage is hardly noticeable when hitting targets so currently over half the archers use strong bow (shoot speed still decent, much higher rate of fire, and slightly less cut damage). Return some diversity in choosing bows by having real tradeoffs. Right now lot of quick shots, but if you have a weak bow you should be able to hold your shot for a longer time and actually aim. part of the problem too is with the slower draw speeds it makes it incredibly easy to dodge archers as they have to release within a second of drawing their arrow or have a shot go haywire.
3. Switch up the xp gain. Make it 1500 base again, but with only a 5% xp boost per retirement instead of 10%. As of now overwhelming advantage to multiple retirees and highly discouraging to new players as going from level 30 to 31 is a nightmare at gen 1 and 2. Maybe consider lowering level 31 to 7.5 million xp, still a grind but not so mind-numbing for new players.
4. Readjust % chance of blockcrush, masterworking long iron mace and bar mace with high powerstrike makes them 100% crushthrough with mid 90s speed and length so no tradeoff on speed like long great maul or speed and length like great maul and mallet.
5. Reduce damage of throwing weapons or switch to cut like archers, almost half the people ons ervers are throwers hyrbid or full as they are instant kills with anything a javelin and above with high pierce and the powerthrow boost.
6. Readjust the wpf cost, as of now massive advantage to hybrid builds with most people going hybrids because of how cheap a second class compared to 10 more points in main class. Bring back diversity, not everyone should be hybrid, just like not everyone should be pure class. Maybe not so aggressive wpf cap or make it a flat rate that ends up with around the same current maximum wpf by making low level and high level wpf cost the same moderate cost of say 5 wpf each. Jsut some tweaking is needed as right now wpf for 1-100 is same as paying for 130 to 145 on main class. No-brainer for everyone to go hyrbid at that point as no real tradeioff with regard to wpf. Throwers can throw almosta s well as pure throwers and fight melee at almsot exact same speeda s pure melee. Get best of both worlds with little traderoff.