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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.
Weapon Attack Cones and Ranges
Voeltz
Member
I've been thinking about weapons and how I would like to see them impact gameplay. In most games, the weapons available to you are decided by the class you're playing, and even so weapons have virtually no affect on gameplay other than increased/decreased auto attack speed or some defensive stats from a shield. They're basically just stat sticks with unique visuals, but weapons in MMOs have so much more potential in terms of offering unique play styles and builds. For example a fighter with a spear should play and feel a lot different than one duel wielding swords. I would love to see weapons with more traits such as various attack ranges, wider attack cones or more narrow attack cones, in addition to the more common ones like attack speed and damage. Here's some examples of what I mean below:
More linear
Wider
Not only that, your weapon choice should affect your abilities too. So a whirlwind with a 2 handed sword would spin slower with a wider radius and increased damage per spin while a whirlwind with daggers would have less reach but spin faster. Other abilities could have their attack cones change based on the weapon you're using. Here's a breakdown of attributes for each weapon and weapon type and how that would look.
1-Handed Weapons
Daggers: fastest attack speed, shortest range, lowest damage.
Rapiers: fast attack speed, narrow/linear attack cone, lowest damage.
Swords: average attack speed, average range, average damage.
Spears: average attack speed, longer range narrow/linear attack cone, moderate damage.
Axes: slow attack speed, average range, high damage.
Maces: slowest attack speed, average range, highest damage.
2-Handed Weapons
2-Handed Sword: slow attack speed, widest attack cone, high damage.
2-Handed Spear: slow attack speed, longest range narrow/linear attack cone, high damage
2-Handed Axe: slower attack speed, widest attack cone, higher damage
2-Handed Mace: slowest attack speed, widest attack cone, highest damage
Ranged
Wand: fast attack speed, close range, low damage.
Scepter: average attack speed, average range, average damage
Staff: low attack speed, long range, high damage
Shortbow: fast attack speed, short range, low damage
Longbow: slow attack speed, long range, high damage
I believe this would add far more depth and variety to weapons making it an important decision instead of something that is almost entirely cosmetic and has little to no impact on your build.
More linear
Wider
Not only that, your weapon choice should affect your abilities too. So a whirlwind with a 2 handed sword would spin slower with a wider radius and increased damage per spin while a whirlwind with daggers would have less reach but spin faster. Other abilities could have their attack cones change based on the weapon you're using. Here's a breakdown of attributes for each weapon and weapon type and how that would look.
1-Handed Weapons
Daggers: fastest attack speed, shortest range, lowest damage.
Rapiers: fast attack speed, narrow/linear attack cone, lowest damage.
Swords: average attack speed, average range, average damage.
Spears: average attack speed, longer range narrow/linear attack cone, moderate damage.
Axes: slow attack speed, average range, high damage.
Maces: slowest attack speed, average range, highest damage.
2-Handed Weapons
2-Handed Sword: slow attack speed, widest attack cone, high damage.
2-Handed Spear: slow attack speed, longest range narrow/linear attack cone, high damage
2-Handed Axe: slower attack speed, widest attack cone, higher damage
2-Handed Mace: slowest attack speed, widest attack cone, highest damage
Ranged
Wand: fast attack speed, close range, low damage.
Scepter: average attack speed, average range, average damage
Staff: low attack speed, long range, high damage
Shortbow: fast attack speed, short range, low damage
Longbow: slow attack speed, long range, high damage
I believe this would add far more depth and variety to weapons making it an important decision instead of something that is almost entirely cosmetic and has little to no impact on your build.
4
Comments
I would rather see IAS breakpoints (for physical) or caster FCR breakpoints (for spells) and a built in swing range for the weapon type and weapon class akin to Diablo 2.
Not sure what you mean by the breakpoints and D2, I'm not familiar enough with those systems to see how it relates to this subject.
IE: daggers should be very critty, low flat damage but with a high crit rate (precision attacks from close range), Vs say a mace which would have high flat damage instead of crit.
Hope AoC has heaps
Made me prefer it over DOTA and stay playing more than decade
Also “Nerf Aatrox” 😂
works on all physical weapons
sharpened weapons can do extra physical damage
works on non-mace physical weapons
weighted weapons can do extra damage and reduce armor
more effective on maces than other physical weapons