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Weapons and How to Improve Them

BRAD_AoCBRAD_AoC Member, Alpha Two
edited November 19 in General Discussion
Current State of Weapons
Weapons at the start of Alpha 2 feel extremely bland. This is mostly due to their skill trees offering very few options that alter your gameplay in a meaningful way. The vast majority of the tree is filled with unimpactful +1% xyz" stats, which don't feel satisfying to spec into and are hardly noticeable in combat. This leads to weapons massively lacking identity and depth, and overall like a pretty lame part of the otherwise well designed combat system.

What I'd like to see in the Future
  • less but more impactful nodes to spec into
  • gameplay altering passives that differ per weapon type
  • 1-3 active abilities to truly add some identity to weapons and create more build variety
  • "+1% xyz" stats largely moving into the sidebar that levels up passively
  • incentivizing the player to make meaningful choices with up & downsides

At the end of the day, it's night.

Comments

  • QuentusQuentus Member, Alpha Two
    +1
    giphy-downsized-large.gif?cid=b603632fy77swzjs0emdknwb2emp9l1tc6tvetrz0ed80iys&ep=v1_gifs_gifId&rid=giphy-downsized-large.gif&ct=s
  • dirichdirich Member, Alpha Two
    +1
  • ShoklenShoklen Member, Alpha Two
    Enchanting is just adding +1 (each attempt) to a weapon (or gear) at the moment; memory serves enchanting will be much more in the future like adding fire damage to a weapon. I know you're talking about the skill trees but enchanting is a parallel and I can't wait for it to be implemented further.
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