Please buff underutilized weapon profiles on 10/27/2018 01:42 AM CDT
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Some weapon profiles are considered laughably anemic within their weapon families and seem to almost never be used outside of extreme edge cases of individual aesthetic priority or added mechanical properties/scripts. This is certainly not news to anyone. I'd really, really like to see underutilized weapons be brought into line such that none of the weapon profiles are an outright terrible choice within their weapon family.

Quarterstaves shouldn't be garbage. Whips shouldn't be garbage. None of the weapon profiles should be an automatic pass due to significantly low AvDs and DFs compared to the rest of their family. The 'worst' weapons should still provide a reasonable combat experience rather than feeling like you're waving a pool noodle. (Please note, I'm not asking for any traditionally 'bad' weapon profile to be the new lance or maul.)

It would add to the population's overall stylistic diversity to bring up the lowest performers to a baseline of reasonable functionality. Also, I really want to use a quarterstaff because quarterstaff techniques look cool.

---
Walsor Gryhm says, "Hmm, a most impressive weapon of note. I'll give you 16 silver coins for it."
You think to yourself, "This deal is getting worse all the time."
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Re: Please buff underutilized weapon profiles on 10/27/2018 06:50 AM CDT
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>seem to almost never be used

They are heavily used in the game. Mainly by critters, but diversity of critters is important.

A bandit with a claidh is more exciting after a run of scimitars and cudgels because of the big difference in weapon power. Take away that difference and you take away the excitement with it. Its a lot more satisfying slicing a bandit's head in two with a scimitar than a handaxe because the scimitar is underpowered. Take away the power difference and you take away that satisfaction from combat.

There need to be low grade weapons that PCs sneer at so I can take them off critters and use them against the critter instead of my standard cookie-cruncher.
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Re: Please buff underutilized weapon profiles on 10/27/2018 10:43 AM CDT
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Its tough to improve the "underpowered" weapons because you can really only improve them via their DF or AvD. Well, a whip shouldn't do as much damage as a longsword and hopefully that's something we can all agree on. There are avenues to improve a whip though and maybe a couple of folks have gotten a blink whip with 40 CER of crit weighting. At a certain point the base is pretty meaningless and if you dump enough improvements on any base weapon it's going to hit like a truck.

That being said, I would like to see a whip having a chance to induce RT on an opponent because it entangles their weapon or legs. If the standard flare rate is 1 in 7, maybe this unique flare could occur every 1 in 14.

The main issue I think is how to code anything that will provide a benefit to the base weapon and still play nice with all the other combat scripts already available. Even making it play nice with flares and WPS might be quite a challenge.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

Whick's body sways back and forth for a bit.
* Whick drops dead at your feet!

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Re: Please buff underutilized weapon profiles on 10/27/2018 12:18 PM CDT
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<That being said, I would like to see a whip having a chance to induce RT on an opponent because it entangles their weapon or legs. If the standard flare rate is 1 in 7, maybe this unique flare could occur every 1 in 14.>

This might make whips more attractive against the few living critters that are immune to crits (golems, a few noncorp elementals, etc), but inducing RT alone wouldn't do much to increase their general attractiveness. Whips are kind of an extreme example, though, because no matter what angle you use to try to make them viable, there's something that stands in the way. Their DF and the crush crit table makes them useless against anything in armor heavier then cloth, the HP damage they do isn't quite enough to make their speed an asset unless they're flaring which makes them useless against undead, etc.

Really, the only low DF weapons that get regular use (daggers, rapiers, etc) all use the puncture crit table, which allows for death crits at rank 4. Because of this, an endroll capable of guaranteeing a crit kill regardless of crit randomization is fairly easy with the right training and, combined with their speed, makes them at least as attractive as their higher DF counter-parts. My ranger is able to inflict crit kills with her daggers at about the same rate as my rogue can with his arrows despite composite bows having a MUCH better DF.

I don't think crit tables should be messed with. However, if armed conflict was made to work more like UCS (and it was done well) lighter/faster weapons such as whips could be made to inflict more status effects based on where they hit (silence when you hit the throat, higher knock-down rate when you hit the legs, etc), while higher DF weapons could rely more on crit kills and one-shot deaths like they do now. It could also potentially make armed conflict easier for professions that aren't proficient with CMANs, making "mutant" builds more attractive and adding to the general diversity of fighting styles.


Starchitin, the OG

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Re: Please buff underutilized weapon profiles on 10/27/2018 07:10 PM CDT
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>They are heavily used in the game. Mainly by critters, but diversity of critters is important. -RATHBONER

Good to point out, I wasn't thinking about the critter side of the equation. That said, I think there's room on the spectrum of weapon diversity to make certain extreme underperformers less undesirable without losing the effect you describe. I'm not advocating weapon homogeneity.

---
Walsor Gryhm says, "Hmm, a most impressive weapon of note. I'll give you 16 silver coins for it."
You think to yourself, "This deal is getting worse all the time."
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Re: Please buff underutilized weapon profiles on 10/27/2018 07:51 PM CDT
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While it would likely be an undertaking larger than simply adjusting some numbers, I'd love to see special manuevers tied to some of these unloved weapons. E.g. nets entangling, quarterstaves performing some interesting unbalancing moves, whips maybe having an increased chance to cause bleeding wounds (just grabbing this out of the air but work with me!), etc.

-- Robert

Wex winks before saying, "Cravin' some winterberry ale? Head on over to White Haven!"
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Re: Please buff underutilized weapon profiles on 10/29/2018 09:20 AM CDT
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The only thing these weapons' usage by critters has going for it, is opening up areas with laughably weak creature attacks that PCs basically just ignore.
(The old syndrome of, "do NOT disarm the Cave Troll's short sword, because his Claw and Pound attacks will kill you dead... just laugh off the short sword damage.")

.

The fundamental problem with all of these weapons is that crit inflicted is inextricably tied to the raw damage, so if the weapon is incapable of doing any damage in the first place, it's going to be a sucky weapon.
This is a result of the deICE'd combat mechanics, after which they tied crit directly to damage. (And yes, I was saying "Change it!" back then, already.)

.

Some different things that I've suggested over the course of time that could help with the situation, but none are really a solution:
- Aimed attacks, as implemented, are WAY to easy. Routine eye and neck shots should be succeeding routinely with double-plus-single training [rogues do it with 2x Ambush and 1x CM; warriors do it with 1x Ambush and 2x CM] only in the 90+ level range, not in the 35+ level range. Basically, maybe leave all of the "limb" difficulties where they are, double the "torso" difficulties, and triple the head/neck/eye difficulties.
- Then add more penalties to the big weapons (roughly, anything larger than a longsword) and add more bonuses to the small/fast weapons. Quarterstaves would count as "fast" to offset their "large".

- Allow some weapons to inflict more than a single crit. (Though again, this gets back to "if your damage sucks so your crits suck, who cares how many of them there are: they ALL suck.") Entanglement weapons leap readily to mind, anything long and limber. Whip, bola, [hooked-]net, whip-blade...

- At one point I was saying, give nets/bolas/whips crit weighting equal to 10x (1 + Armor Group), as part of the weapon profile (so it would not affect Enchanting and other services/effects, like eBlade). Lots easier to dodge those weapons in robes [only 20 weighted] or soft leather [30 weighted] but a lot harder to do so in chain [50 weighted] or plate [60 weighted]. Since all of the Entangle crits basically involve "you fall down", yeah, clumsy armor is going to be vulnerable to that.
- On the down side, most creatures eventually wind up with a "and I stand up" as a free action before they attack you, so this turns into a non-special. I was also suggesting that they have to spend time disentangling themselves, maybe some crossover with the Web spell's effect.

- And of course: finding a way--that does not infringe on Iron Crown's critical mechanic--to get more random crit results at all ranges of attack success, rather than being stuck with only "Big Damage == Big Crit". But that's a toughie.
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Re: Please buff underutilized weapon profiles on 10/29/2018 10:46 AM CDT
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>> (And yes, I was saying "Change it!" back then, already.)

You weren't alone.

I'm not sure it all needs to be that complex, though. I'd favor an 'additional crit at +???' approach for select weapons, similar to flares. So that bola gets on a 101 result gets zippo for the crush crit, and an additional grapple crit at +(crit divisor / 2) rank.

Net would be much the same.

The rapier on the other hand actually isn't more effective against heavier armors. And there is no way it will ever be as effective as other blades against lighter / no armor. So the rapier will likely never be a mechanically chosen weapon. Instead - add +1 per pulse experience for any character who fights using a rapier. Adjust as needed. Benefit those that make a roleplay choice over a mechanical choice.

In fact, I'd favor a strong benefit. But too strong, and it's just one more facet of the mechanical choices made.

Doug
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Re: Please buff underutilized weapon profiles on 10/29/2018 03:05 PM CDT
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>The rapier on the other hand actually isn't more effective against heavier armors. And there is no way it will ever be as effective as other blades against lighter / no armor. So the rapier will likely never be a mechanically chosen weapon. Instead - add +1 per pulse experience for any character who fights using a rapier. Adjust as needed. Benefit those that make a roleplay choice over a mechanical choice.

Rapiers could provide better parry defense against slash attacks. They could provide a bonus to disarm, or some other kind of "riposte bonus." There are already maneuvers that only work (well) with certain weapons. This sort of thing could be expanded, too. If some sort of auto-tier-up effect was added to weapons, the improved speed of the lower DF weapons would make them pretty nice. Though it still wouldn't be a one-shot kill, enabling a rapier to hit like a two hander after a couple tier-ups would be something.
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Re: Please buff underutilized weapon profiles on 10/29/2018 03:32 PM CDT
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<The rapier on the other hand actually isn't more effective against heavier armors. And there is no way it will ever be as effective as other blades against lighter / no armor. So the rapier will likely never be a mechanically chosen weapon. Instead - add +1 per pulse experience for any character who fights using a rapier. Adjust as needed. Benefit those that make a roleplay choice over a mechanical choice.>

Rapiers are actually not bad if you use them right, I've known a couple rangers/rogues that used them as ambushing weapons quite effectively. Their DS compared to daggers isn't enough to justify their extra second of RT in my mind, but if someone has RP reasons for wanting to use them or just prefers the look, they're not terrible.

OHE weapons in general are pretty well rounded out unless you're a min/maxer, there's only three or four that are never going to be moving off the bottom of the list of options regardless of what fighting style you choose. It's every other melee weapon type that only has 2-3 good options regardless of how you're intending to use them... like just about all blunt users using a morning star, mace, or war hammer.

Starchitin, the OG

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Re: Please buff underutilized weapon profiles on 10/30/2018 01:50 AM CDT
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The tiering up sounds like a possibility if the entire melee system could be converted to uac. Or if like in other games it would be possible to code special status effects from a combination of actions.

Jab, jab, punch would induce 3 sec of Rt to your opponent.

A rapier could use thrust, thrust, slash to force an opponent into offensive stance.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

Whick's body sways back and forth for a bit.
* Whick drops dead at your feet!

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Re: Please buff underutilized weapon profiles on 11/08/2018 01:39 PM CST
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This has been brought up already but I've always felt like certain weapon types should just have innate, built-in properties. All whips, bolas, and nets should have entangle flares right off of the shelf. Of the thrown variety, nets and bolas, the flare rate should be 100% on hit. Because, you know, that is exactly how those types of weapons were used and how they actually worked in real world scenarios. When you throw a net at someone it doesn't just bounce off, fall to the ground, and leave a bruise on their chest. They end up entangled in the net. 'Cus net.

Logic aside a viable use for this would be being able to carry a net around and use it as a disabler. One would only need to 1x in Thrown Weapons to score the minimum 101 endroll necessary to entangle something via the flare. Then they could pull out their broadsword and get to work.

I'd even go a bit further down the Thrown Weapon rabbit hole and suggest that all chakram-style weapons should be returners right off the shelf. Granted this one would be a bit of fantasy, but it'd be nice to not require auction level weaponry to make an entire hunting style viable.

Last tangent on thrown weapons then I'll move on. Can we get the ability to 'hurl left' or 'hurl right' to only throw the item held in the left or right hand, so us TWC goons don't just throw both of our weapons every time? Imagine being able to hold your sword, pull out an acid vial (from LFM), and then 'hurl left' to just throw the vial to achieve a quick stunlock. As it is now we have to stow both our weapons, pull out a vial, and then throw it. Leaving the thrower more or less defenseless until weapons can be retrieved. Also keep in mind that only a 101 endroll is required for LFM vials to be effective, which would make 1x Thrown Weapon training a real nice assett to rogues in particular with that sick 1/1 TP training cost.

Okay that was a mighty tangent.

A lot of the reason most weapon bases aren't used comes down to DFs against plate. This is where I am going to pick on estocs and crossbows because they're historically the 'plate killers'. Heck, this is the write-up from the game's Wiki/Website:

"An estoc is a one-handed edged weapon that is a unique type of sword. It has a blade with a triangular shaped cross-section specifically designed for thrusting. As armor developed, it was noted that slashing weapons were losing more and more of their effectiveness. The estoc was developed to split the rings of chainmail or ringmail or to attack the seams of armor where protection was weak or non-existant."

Then you look at the estoc's DF against chain and plate and it is like, "BUT YOU JUST SAID!!!" Fiiiine. I'll stick to falchions and handaxes I guess.

Then you have heavy crossbows which fair worse than longbows against chain and plate. Not only should a heavy crossbow be better against plate, it should be a LOT better (and look, I know all about old English longbowmen and their insane draw strengths). Just from a game balance/design standpoint. If you're an archer going around shooting things, then something in plate comes up the option should be there to then stow your bow, get out your already loaded heavy crossbow, and put a shot right into the plate wearing creature to do some serious damage. The mitigating factor is, of course, the RT it takes to load and ready a crossbow between shots.

We're not replacing your longbow, but you now have a viable OPTION against plate wearing creatures. You don't even need to train in another skill!

I would also take a real good, serious, hard look at Round Times. It is time to come to terms with the fact that GS has turned into a 3 second game... and most melee users are stuck in a 5-6 second world. Keep your 'hard hitters' slow, but I don't think it would break the game to have short swords, rapiers, etc to just swing faster, ambush faster, and multi-strike faster. A short sword open-swings in 4 seconds, maybe that should be 3. Two Weapon Combat shouldn't always just be arbitrarily adding RT, either. Yeah, a katana and a handaxe should swing sorta slow, but maybe two short swords shouldn't be hindered by extra RT in the same way as they currently are.

Maybe, just maybe there should be more than 2 or 3 weapons that swing faster than 5 seconds, because as it is now pretty much EVERY weapon is lumped into that "five second minimum RT" category and of COURSE most folks are going to gravitate to those that actually do work.

And one last thing! Can we just do away with certain weapons not being able to be used off-hand with TWC? I'm looking at you: katanas, whips, and whip-blades. Make it a passive cman like Unarmed Specialist if you have to. Two Weapon Specialist. Easy breezy lemon peezy!

.jaired
>LIKE A BOSS
Please rephrase that command.
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Re: Please buff underutilized weapon profiles on 11/08/2018 09:09 PM CST
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<Can we just do away with certain weapons not being able to be used off-hand with TWC? I'm looking at you: katanas, whips, and whip-blades. Make it a passive cman like Unarmed Specialist if you have to. Two Weapon Specialist. Easy breezy lemon peezy!>

Katanas prolly won't be able to be used in the off hand for a few reasons. Whip-blades have lore reasons specific to GS for it not being allowed. Part of your request was granted quite a while ago, however:

>atta
You swing a bloodstained reptile hide whip at a brown spinner!
AS: +319 vs DS: +139 with AvD: +35 + d100 roll: +7 = +222
... and hit for 64 points of damage!
Spinal cord damaged by smash to the back.
The brown spinner is stunned!
You swing a glittering obsidian-tipped whip at a brown spinner!
AS: +199 vs DS: +113 with AvD: +35 + d100 roll: +66 = +187
... and hit for 41 points of damage!
Right kneecap smashed into pulp.
The brown spinner collapses to the ground and dies.
Roundtime: 4 sec.

Note, my warrior has absolutely no training in TWC, this was just for demonstration.

Starchitin, the OG

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Re: Please buff underutilized weapon profiles on 11/09/2018 08:15 PM CST
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<Part of your request was granted quite a while ago, however>

...by gawd it's true!

A boy can still dream of TWC katanas, though.

.jaired
>LIKE A BOSS
Please rephrase that command.
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Re: Please buff underutilized weapon profiles on 11/10/2018 11:25 AM CST
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A lot of what Jaired posted would be welcome changes. The only logic behind the weapons right now seems to be that the bigger the weapon, the better it does against most AsGs and that crush is the best thing against heavier armors.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

Whick's body sways back and forth for a bit.
* Whick drops dead at your feet!

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