So, I've been having this issue with the lack of customization this game has vice other MMOs or RPGs where classes could select multiple different weapons that passively affect at-wills and encounters.
I.E. for GFs
Sword - Standard base attack time, standard base damage, chance for bleed
Mace - Slower base attack time, higher base damage, increased ArPen
Spear - Slowest base attack time, lower base damage, largest range, increased Critical Chance
Flail - Fastest base attack time, lowest damage, larger range, chance to daze.
One of the hardest thing for players, IMO, is to cover natural class gaps that become apparent in the endgame. Multiple different weapons would assist players in covering those gaps whether it be DPS (Sword), Burst Damage (Mace), Defensive Capabilities (Flail) or Lag (Spear).
I did a forum search and found nothing? Worth implementing/discussing or should I put down my crack pipe?
1- what about spell caster ?
Your idea work really good for melee class (GF, GWF, TR, Paladin, HR) and ranged class (HR). But for spell caster, I see a problem as there weapon are just canalisation tool. But yes, caster could use Wand or Staff instead of Orb or Symbol, etc. But it have less impact than melee weapon. And that lead to the problem n°2.
2- new weapon = new animation
Restricting a class to only 1 type of weapon is because of development restriction (time/...). If GWF was able to use a 2-hand axe (or mass/hallebard/fail/...), it will require a complete new set of animation so it don't bug visually. So in short, it will need an animation for each power and for each combination of class & race. In mod 6, it will give 96 complet set of animation for adding only one additional weapon choice per class.
It's a lot of work and I don't think they will do it because it will say less work on new content (class, zone, next module) and bug (resolving the existing animation problem).
Even game like wow haven't done it, they allow appearance change for weapon that only share the same animation.
3- The RP dilemma
Just by looking at the reaction on the forum about the elemental artefact weapon to see that adding this kind of change isn't that easy that it seem.
4- attack time don't really exist in this game
Attack speed isn't variable. There's no haste or something. And I fear there's some technical difficulty too like animation to redo, etc.
Conclusion : I really like the idea. I would like to see an equivalent implemented in game. But I think it's nothing but a dream. And there's other things I would like to see before.
also if they add flail they should add a possibility for noobs to kill themselves with it as would happen with bad flail users IRL
LOL! that wouldbe so funny , newb runs up to try to hit you with his new flail and it misses and swings all the way round and 1 hits himself , this should be added to the game right now!
2- new weapon = new animation
Restricting a class to only 1 type of weapon is because of development restriction (time/...). If GWF was able to use a 2-hand axe (or mass/hallebard/fail/...), it will require a complete new set of animation so it don't bug visually. So in short, it will need an animation for each power and for each combination of class & race. In mod 6, it will give 96 complet set of animation for adding only one additional weapon choice per class.
Erm... just GWF weapons already include, besides the default greatsword, big axes, hammers, polearmish stuff and at least one "nail bat" you know. And yes, some of the animations look kinda sumb with some of those.
Kinda same thing with GFs (who also get axes and at least one mace and spear), and HRs look sorta dumb when they reverse-grip small axes...
Also while I'm not particularly familiar with how thw game works "under the hood" it rather seems to me like a lot of the animations aren't particularly "model dependent" as such; if it's anything like assorted single-player RPGs whose mods I've examined then they're working off the defined internal "skeletons", and so long the basic shape is the same the details of the "wrapping" are irrelevant.
#howaboutno
Dazing on melee hits is a specific high-level ability of TR feat trees, and even that has situational preconditions (ie. crit, attack from behind, or Skullcracker being off CD).
Erm... just GWF weapons already include, besides the default greatsword, big axes, hammers, polearmish stuff and at least one "nail bat" you know. And yes, some of the animations look kinda sumb with some of those.
Kinda same thing with GFs (who also get axes and at least one mace and spear), and HRs look sorta dumb when they reverse-grip small axes...
Also while I'm not particularly familiar with how thw game works "under the hood" it rather seems to me like a lot of the animations aren't particularly "model dependent" as such; if it's anything like assorted single-player RPGs whose mods I've examined then they're working off the defined internal "skeletons", and so long the basic shape is the same the details of the "wrapping" are irrelevant.
You can't only give this kind of choice for only one class. You will need to do it for all, or not at all.
1- what about spell caster ?
Your idea work really good for melee class (GF, GWF, TR, Paladin, HR) and ranged class (HR). But for spell caster, I see a problem as there weapon are just canalisation tool. But yes, caster could use Wand or Staff instead of Orb or Symbol, etc. But it have less impact than melee weapon. And that lead to the problem n°2.
2- new weapon = new animation
Restricting a class to only 1 type of weapon is because of development restriction (time/...). If GWF was able to use a 2-hand axe (or mass/hallebard/fail/...), it will require a complete new set of animation so it don't bug visually. So in short, it will need an animation for each power and for each combination of class & race. In mod 6, it will give 96 complet set of animation for adding only one additional weapon choice per class.
It's a lot of work and I don't think they will do it because it will say less work on new content (class, zone, next module) and bug (resolving the existing animation problem).
Even game like wow haven't done it, they allow appearance change for weapon that only share the same animation.
3- The RP dilemma
Just by looking at the reaction on the forum about the elemental artefact weapon to see that adding this kind of change isn't that easy that it seem.
4- attack time don't really exist in this game
Attack speed isn't variable. There's no haste or something. And I fear there's some technical difficulty too like animation to redo, etc.
Conclusion : I really like the idea. I would like to see an equivalent implemented in game. But I think it's nothing but a dream. And there's other things I would like to see before.
katbozejziemiMember, NW M9 PlaytestPosts: 856Arc User
edited February 2015
No.
D&D used to have damage types (blunt, slashing, piercing) and some enemies were resistant or weak to specific types, but that was clearly too complex for this game.
Flail's center of gravity is furthest away from it's base.
Less torque is required to get it to move. Torque is also parasitically lost through the chain.
Going by that logic a big-*** poleaxe with its center of gravity really far away from its "base" (teknik'ly the 'pivot point' or somesuch) should then be the fastestest weapon, like, evar... right?
:rolleyes:
Gedouddahere.
D&D used to have damage types (blunt, slashing, piercing) and some enemies were resistant or weak to specific types, but that was clearly too complex for this game.
Also you apparently have no idea what you're talking about.
It's simple torque and torsion mechanics. It simply takes less effort to move a flail that it does anything else. Does this translate to speed? I don't know, and I don't pretend to know. I just know it's easier to move.
Comments
Merrily, merrily, merrily, merrily, Life is but a dream.
also if they add flail they should add a possibility for noobs to kill themselves with it as would happen with bad flail users IRL
1- what about spell caster ?
Your idea work really good for melee class (GF, GWF, TR, Paladin, HR) and ranged class (HR). But for spell caster, I see a problem as there weapon are just canalisation tool. But yes, caster could use Wand or Staff instead of Orb or Symbol, etc. But it have less impact than melee weapon. And that lead to the problem n°2.
2- new weapon = new animation
Restricting a class to only 1 type of weapon is because of development restriction (time/...). If GWF was able to use a 2-hand axe (or mass/hallebard/fail/...), it will require a complete new set of animation so it don't bug visually. So in short, it will need an animation for each power and for each combination of class & race. In mod 6, it will give 96 complet set of animation for adding only one additional weapon choice per class.
It's a lot of work and I don't think they will do it because it will say less work on new content (class, zone, next module) and bug (resolving the existing animation problem).
Even game like wow haven't done it, they allow appearance change for weapon that only share the same animation.
3- The RP dilemma
Just by looking at the reaction on the forum about the elemental artefact weapon to see that adding this kind of change isn't that easy that it seem.
4- attack time don't really exist in this game
Attack speed isn't variable. There's no haste or something. And I fear there's some technical difficulty too like animation to redo, etc.
Conclusion : I really like the idea. I would like to see an equivalent implemented in game. But I think it's nothing but a dream. And there's other things I would like to see before.
LOL! that wouldbe so funny , newb runs up to try to hit you with his new flail and it misses and swings all the way round and 1 hits himself , this should be added to the game right now!
Erm... just GWF weapons already include, besides the default greatsword, big axes, hammers, polearmish stuff and at least one "nail bat" you know. And yes, some of the animations look kinda sumb with some of those.
Kinda same thing with GFs (who also get axes and at least one mace and spear), and HRs look sorta dumb when they reverse-grip small axes...
Also while I'm not particularly familiar with how thw game works "under the hood" it rather seems to me like a lot of the animations aren't particularly "model dependent" as such; if it's anything like assorted single-player RPGs whose mods I've examined then they're working off the defined internal "skeletons", and so long the basic shape is the same the details of the "wrapping" are irrelevant.
#howaboutno
Dazing on melee hits is a specific high-level ability of TR feat trees, and even that has situational preconditions (ie. crit, attack from behind, or Skullcracker being off CD).
And there's a reply on this forum at the question why CW can't have the same staff model than Elminster. (check http://nw-forum.perfectworld.com/showthread.php?843271-Mace-as-paladin-weapon&p=10102281&viewfull=1#post10102281).
...did you not actually read the post you quoted? Do it again, and pay attention this time.
Exactly. Imagine stacking this monster on top of the already tough balance issues.
It's unpossible
Flail's center of gravity is furthest away from it's base.
Less torque is required to get it to move. Torque is also parasitically lost through the chain.
1- I don't know, be creative!
2- Not required. Transmutes show it can work.
3- Why would RPers care about more options?
4- Unstoppable BAT.
D&D used to have damage types (blunt, slashing, piercing) and some enemies were resistant or weak to specific types, but that was clearly too complex for this game.
Also you apparently have no idea what you're talking about.
:rolleyes:
Gedouddahere.
It's simple torque and torsion mechanics. It simply takes less effort to move a flail that it does anything else. Does this translate to speed? I don't know, and I don't pretend to know. I just know it's easier to move.