- I'm aware this is early days, and many things are still being worked on and tweaked.
- This is purely from a perspective of capped/near capped skills and equipment against appropriate enemies.
- I'm aware that for the majority of the playerbase, they'll likely be experiencing something completely different because things can work at one end of the scale, but not the other.
- This is all regarding PvE, and not even touching CvC.
- This is a Post mostly to start a discussion. I don't have something I think is an immediate fix, and I'm still tossing ideas around in my head.
Unfortunately, it hasn't been exactly enjoyable for a few different reasons;
- The damage output doesn't feel significant against the variety of mobs available. Even ranged stealth mobs seem to have at least 50% if not more resistance to normal damage types. Some mobs also seem to have either vastly higher health pools, or damage thresholds, along with rerolls which means you have to chip away at mobs instead of finishing a fight quickly.
- The special attacks don't feel impactful. Both due to the fact the damage doesn't feel worth the additional energy cost, and the fact they don't change the flow of combat in the first place. As you're going to be chipping away at your opponent anyway, the occasional additional bit of RT doesn't change the amount of times you're going to get hit.
- The current armor mechanics mean you'll pretty much always suffer defensive penalties, which means you will get hit and hit a lot. Parrying isn't sufficient in ensuring you avoid damage just because it suffers a lot from encumbrance still, and your dodge will always be awful.
- The above point leads into the fact that any mob with on-hit effect means you will spend a lot of your time standing up again and/or suffering secondary effects, let alone the constant culmination of minor injuries. Even vastly weaker mobs will throw you around a LOT just due to the nature of rerolls.
- This further bleeds into the fact that equipment damage/injuries accumulate at a much faster rate and outside of the occasional Poultice from a rare store, it does mean at the moment you really have to be careful against some of the more harder hitting mobs.
Out of curiosity, I put away my two-handed weapon and *did* pull out the old Morning-Star/Shield combo. Despite my Specialization, I'm finding myself a lot more effective. Night and day.
In essence...
- I am still chipping away at my opponents, but it is costing me less energy to do so as a whole.
- Feels like the special attacks/uniques weren't providing me with any benefit against my opponents.
- Blocking suffers the least from encumbrance, and while my parry/dodge are still terrible, I'm actually consistently avoiding attacks. Especially from lower level opponents.
- Not spending as much time having to stand up due to trample attacks, and weaker mobs don't kick me around as much.
- Injury/Energy/Damage from opponents are consistently less which means I can remain in the field longer.
- At first thought encumbrance/weight changes would help, and I believe they will, but at the same time that is something far reaching that effects all combat styles. Something that might help this style become more effective may completely skyrocket sword/board.
- I do think armor resistances need looking at, as there is not much difference between the two extremes in heavy armor as it is. Ridgeleather vs Plate. Then not much between Heavy and Medium, and downwards. With that being the case, why wear heavy armor when it will penalize your rolls so much in comparison to light.
- Damage is another iffy one, especially if resistances are looked at. Attacks should feel impactful, but at the same time, not to the point where in the mobs hands against players, it doesn't mean at the top tier of things that a single hit can end a prepared player (in my mind at least).
- I did wonder if armor encumbrance should maybe offer a "Resistance" value of its own. Not entirely sure what to call it. Momentum? Armor Mass? It is basically the sum of your Armor Encumbrance, and reflects how difficult it is to push you around. It could provide a chance to shrug off knockdown/staggers/thrown/etc. This way, even if other things aren't tweaked and Two-Handed users are still getting constantly hit, it means they at least can keep fighting.
P.S. Yes. I like lists.