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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Suggestion: Effective range for weapons?
Are you tired of all melee weapons having the same range. Or all range weapons having the same range?
Does having a greatsword only slows down your atkspd? Does having a dagger hitting 1 meter away brings into question if you're really wielding a dagger?
What if weapons have a varying range? Like a whip can hit 2 meters ahead? Or a long bow has more range than a short bow?
Another layer of depth of weapon choice. Another layer of depth for crafters to consider. Another layer of depth for positioning in combat. Another layer of depth for sieging and tactics. What do you think?
Does having a greatsword only slows down your atkspd? Does having a dagger hitting 1 meter away brings into question if you're really wielding a dagger?
What if weapons have a varying range? Like a whip can hit 2 meters ahead? Or a long bow has more range than a short bow?
Another layer of depth of weapon choice. Another layer of depth for crafters to consider. Another layer of depth for positioning in combat. Another layer of depth for sieging and tactics. What do you think?
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Comments
For me the weapons that need the biggest change in range is ofc the ranged weps. Short bows and Long bows. If your target is 25 Teemos Away or shorter then a Shortbow would be the answer, a quick small ranged weapon that is quick to draw, fire and put away. But anything over 25 teemos would be to far and the arrow would not reach. Then you have a Long bow, That can have a range to up to 50 Teemos. Anything over that would be a bit much.
To sum it up, yes, i agree that weps need diferent range to them.
These arrows can then also be made out of different materials so it would be something that crafters could make and improve. Not only the lvl of your bow would be important but also the lvl of your arrows.
But ranger needing arrows?? NO PLEASE
I wish they would bring this back into games. I don't mind if people can use "magic arrows", but would have to learn the skill (or maybe ranger>mage augment?).
polearm meta incoming!
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I would argue against this. Sometimes fun > realism. I'm sure there's a few old Hunter mains from WoW that would tell you the same. Same thing with Rogues and poisons... Crafting poisons was a friggin' pain.
I would argue against this. Sometimes fun > realism. I’m sure there’s a few old Hunter mains from WoW that would tell you the same. Same thing with Rogues and poisons… Crafting poisons was a friggin’ pain.
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The poisons thing kind of makes sense though
On the other hand, it really wouldn't matter. But there has to be a way to "farm" for them, and perhaps retrieve?
Edit: I love the teemo measurements lol. But 25-50 teemos is pretty short for a good bow.
@Bannith If there would be different kinds of arrows then fancy effects make sense. For example you can have arrows that are lit on fire or when using gunpower in the crafting of arrows allow them to explode on impact. The frost arrows or arcane enchanted ones can be because of the character having a mage secondary so by being a ranger/mage. Or with ranger/rogue you can have posion tipped arrows.
I am not saying you couldnt beat someone over the head with the pole part of a polearm but you would be better with a club. Longbowmen could aim at individual targets but the arrows required time to get up to a certain speed so if you shoot someone point blank you wont do as much damage. Maybe enough to stop them maybe not.
How i would handle bows is give them different damage types for long and short varieties Piercing for short and impact for long. I would have arrows take a off-hand weapon slot and let you choose what type of arrow you want to fire. I would also make them have a set time limit for use so they tick time away while equipped. that way you will know when it is about to expire and make allowances. It would also mean carrying several different types of arrows based on your percieved targets. Arrows would add additional damage type to the based Piercing and Impact damage of the bow. so Fire arrows would do burning damage etc...
With my arm extended i have a 3-4 foot reach with a shortsword, A dagger cuts about a foot off of that and a longsword adds a foot or two. Pole arms would add an additional foot or two to that . so yes i would like to see various ranges but not the drawbacks that come with wielding a shorter or longer weapon for playability.
Add in different strength or agility reqs for wielding certain weapons and i think that would give us enough difference for the races we know so far.
Not sure how you pull that off unless range to target is the deciding factor.
I do realize that bow and pike can do damage at close range but that wasnt their intended purpose. so of course archers would have a dagger or sword if enemies got close. of course if they got that close you were probably dead anyway. Spears are a short to mid range weapon and are more effective in close quarters. Halberds and pikes are much less effective than spears at close range.
I would like to use an example of what i would like to see. You have a frost enchanted scimitar. It does 75% or its damage as slice and 25% as frost damage. you are fighting a gargoyle which is resistant to slice. if your weapon can put out a total of 100 damage per hit you would probably be hitting that gargoyle for anywhere from 20 to 40 points per hit. If you are using a frost enchanted hammer because the gargoyle has a weakness to impact you might be hitting for 60 to 100 points of damage. that is the kind of choices i would like to see us making. it would encourage having multiple weapon for varying situations. the same would apply to magic and armor. Magic would have damage types and armor would have weaknesses and strengths. what you choose makes a difference.
Of course playability trumps realism but you can have a fair degree of both it just takes some balancing early on.
For me it is an aspect of power.
Much like mass, velocity and vector... damage/force/efficiency is determined by all at once.
So you have to use targets, range, power(strength/energy) and speed as components of damage, healing or mitigation.
Adjusting one adjusts the rest to compensate.
That caters for all kind of melee and magic, weapons or builds.
Whether you want to further fragment the strength and energy types is the devs choice.
But they all have to be parts of one formula that controls max DPS, HPS or MPS
That way all unique builds are auto balanced....if they use them optimally.
The primary formula would always be a players...
! DPS = MPS + HPS
..make your choice.
If you either become deadly and vulnerable or problematic but invulnerable.
How far in either extreme is set by the devs boundaries.
For sure. Range is not standalone stat, that would be impossible to balance. It's just another variation towards game balance that might be considered to add realism and maybe another level of gameplay or mechanics.
Oh you are talking from the positioning and movement standpoint rather than straight up effect.
I am all for that.
Its the tactical/strategic part inbetween the balanced numbers war, that creates the imbalance, that allows someone to win.
Steven did say they was looking at having a melee+ range weapon equipped at all times.
It was an original 'wait wat' moment but it makes sense to auto transition range dependant tools.
I think it would be a great idea considering player collision will limit how many players you can fit into one spot. It will give rise to new positioning/tactics that well coordinated sieges can take advantage of.
I feel like it really makes different specs/classes that rely on physical damage feel unique.
Those are great ideas. I too would like to see more niche weapon that serve different functions in combat. It would be ashame if weapons were only different by apperance.
Yes if a ranger chooses a Long Bow it should have a longer range, but to counter that range, you could have a strength/skill requirement attached to it. And you won't be able to fire it on the move.
A short bow will be a base skilled weapon, shorter distance, but faster firing and able to fire on the move.
I'd like to see all classes have some sort of static "Power" spell/stance. For instance a Tank, when fully tanking, can only push forward, step back and side step so basically "fixed in place", a Casters spell of "total shit storm" can only be cast from standing.
It would be nice to have some sort of "calm or gathered" mechanic that fills up when you haven't cast or moved, it would then allow for activation of the "super" spells/attacks/stances. It would make players think more about builds, when and where they cast/attack, and stop just massed zerg fests.
They definitely should differentiate between...
stab (spear/javeling/sai faster), slash (sword fast), cleave (axe slow) and smash damage (hammer slower)
but I would balance that on the magic sense with...
shock ( hot/wet), burn (hot/dry), freeze (cold/wet) and fracture (cold/dry)
I would not expect them to add extra damage, but merely to change its focus.
Those with resistance to those focused attack styles would fend better.
Cant have the forms of mass outdoing the forms of energy ;)