ForewordPolestagger has been removed.Some people are very happy about that, some are not. There are a lot of conversations right now whether and how to compensate for the loss of polestagger for polearms as it weakens their support capabilities.
Overhead/Stab turnspeed has been loweredQuite some polearms rely on their thrusts as their main source of damage. Quite some polearms are 2 directional or even 1 directional. For these kind of weapons the turnlimit has a much greater impact than for weapons which have sideswings at their disposal.
Additionally Cmp introduced a new mechanic for the game to register, whether weapons hit with different parts and respectively different damage types as shown here:
http://forum.c-rpg.net/index.php/topic,34371.0.htmlThe currect results state 197 votes are in favour of implementing this new system, 31 are not. Since it is most likely that a polearm hits harder with its blade than with the hilt, this change would mean that range control will get a lot more important while using certain polearms in order to attack with full efficiency, thus encouraging to keep the correct distance to target as much as possible, arguably pushing, especially the longer polearms one step closer to become more of a support class.
Secondary modesSome time ago secondary modes found its way into the game, allowing to choose which side of the weapon to hit with ( i.e. blunt, sparp or pointy side ) or switching between one handed and two handed use of the weapon. While being undeniably usefull in some situations I dont think, and this is a
personal opinion based on
personal observations, the secondary mode is used often. IMO the secondary mode on quite some weapons is not worth using it.
When I was looking at some polearms recently I noticed this:
visitors can't see pics , please
register or
loginThere are polearms with those kind of thorns. In some cases they can be used to achieve pierce damage, in some cases they cant be used at all. I am no historian but I
think those thorns or hooks were used to entangle in enemy flesh or armor to hold them at distance rather then slashing at someone with it, being more of a tool of crowd control than actually dishing out damage. I think getting polestaggered in game is a relatively close representation of the real life process.
SuggestionIn order to compensate for the restrictions that have been applied to polearms, pushing them somewhat closer to fit a support role, give them more support abilies.
Enable suitable polearms with thorns and hooks as shown above to have a "stagger" secondary mode. Once active it may limit the polearm to thrust only with a
low damage output but in turn it gains a very high, if not a guaranteed chance of staggering the enemy. To keep polearms from being abused in 1on1 situations due to the high staggering chance, a longer thruststun after successfully staggering someone could be implemented. This would represent the weapon getting entangled in the enemy and prevents switching weapon modes instantly after the enemy is staggered so no quick follow up strike is possible.
Minor adjustments to the thrust animation when in stagger-mode, i.e. tilting the weapon by 45°, another stance or whatever so other people can see what mode you are using at the time might or might not be added.
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Constructive criticism is welcome