So UO required you to have alts to be 100% self sufficient. We're adding vendors to make trade easier. We're improving crafting and gathering. I don't see the problem other than getting an alt in DF requires another account.
The difference was you got 5 chars per account in UO. You only get 1 in RoA. Not only that but it was just normal in that game to have multiple chars. One as a mage, one as a crafter, one as a dexer, one as a tamer, ect ect. I was rarely on the same char for more than a hour in that game. Always switching to a thief for this or a mage for that or a dexer for something else. In a lot of ways it was more like you were just toggling a different build. It made sense to have 5 chars because of the skill cap in UO. In RoA it doesn't make sense to have any more than 1 char because there is no skill cap.
agreed they need their knockback removed, they lose a lot of dps from that simply by pushing their enemy out of range. Also they need their power attack stats changed, current ones are pointless.
No changes have been made as of yet, but like everything else it's open for discussion. I'll bring it up and see what others thoughts are on it.
What are your personal thoughts on it? Do you think the knockback has a point to it? Do you think its fast or slow enough? Just wondering.
Personally I can't understand why a slower weapon, of any type, would produce less DPS. Slower == the more you lose when you miss a swing. In my line of thinking when comparing a slow weapon with a fast weapons "of equal ground" the slower weapons should technically produce more overall DPS, assuming you land all hits. The faster weapons will always have a better chance of recovery. If you miss a swing with a fast weapon you not only lose out on less hit damage, but you also get that follow up damage much faster. So if the speed of the polearm is to stay the same then I feel it should have a damage increase to compensate and bring it past the dps of other, faster weapons. For the knockback I don't really see any benefit for it as it stands. I would like to see a couple different things tried out. 1. increase the knockback distance to make it worth while to use as a method for keeping distance. 2. remove it. 3. Place the knockback into whirlwind so you decide when it occurs. 4 = 1 + 3 These are just some thought's I've had on the subject and by no means represents the entire team. We work as a team and discuss as a team. The end result will come from discussions, compromises, testing and player feedback.
Polearms already do a massive amount of damage. I can't give specific numbers but going hit for hit with a polearm is not a wise decision at all. Piercing damage >. You do not want a Darkfall where polearms become a common primary weapon in the world. Reducing or remove knockback while simultaneously increasing damage would make them terribly broken. Even increasing speed and removing knockback would make them cancerous. Damage and DPS in this game are very delicate things, changing one minor thing (in terms of a buff) could and most likely would throw the balance out the window. (Minor damage increase across the board bug fucked the whole game up btw)
Agreed, the only thing that makes their dps feel worse is the knockback completely removing the target from your melee range, nullifying the extra reach given to them. The considerably larger arc(ease to hit), and longer reach makes up for any lost dps(at least in pvp trades) in the slower attack speed.
Are you a mind reader now? Doesn't matter anyway. In the end the changes (if any) that occur will be based on what the team decides. If we decide to simply adjust them to a more balanced state then smaller more incremental changes will occur. If we decide to completely change how all weapons work then the changes will be far more drastic. This isn't a hint of any kind either as no drastic changes have been discussed, but more of an eye opener that you shouldn't be afraid to try new things. Everyone is so worried about tipping balance when the reality is we can always tip it right back. We should be thinking outside the box. As much as we all love the combat, it can and still will become stale.
lowest dps + knockback + least forgiving (since if you miss 1 swing you miss a considerable chunk of your dps) no one uses polearms as their main weapon, and removing the knockback alone won't change that. Polearms = shit even without knockback Weapon Angle: Polearm: 90 to 80 WHAT IS GREATSWORD ANGLE? BPG?
Thanks for the reply. After reading all the replies from Kilset and the others I agree with most of what people are saying. I've used polearms forever, used them a lot this beta ( probably the only one next to Grim ) It's really a simple change that can make polearm useable for pvp and not overpower any other weapons. First thing is knockback needs to go. The weapon is just one the edge of being to slow at 1.0 and 1.5. I suggest removing 1 base damage and adding .5 speed With those two suggestions I think the balance will fit perfect with the other weapons used in pvp atm. But what do I know? I only been using them for 4-5 years.