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call for hotfix for two-handed weapons


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#151
Osprey39

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dkjestrup wrote...

Not to be mean, and I haven't got the game yet, but it irks me when developers condescend on forums, not just here, but in general. How are 2h warriors balanced? They do less DPS than Dual Wielders, and aren't as sturdy as S&S Warriors. Please explain?

(all based of the common opinion I hear on these forums)


It doesn't bother me in the least as long as I feel they are in the right.  In case you haven't noticed it, there's a lot of spoiled rotten little a-holes on gaming forums.  Those people are worthy of derision if you ask me and I like it when the devs treat them like what they are.  Some devs take it too far and start acting like they are never wrong or ripping anyone that disagrees with their decisions but Georg seems to be pretty astute about who to mock.


edit:  and on the topic of this thread, I've had no issues with 2h warriors, especially Ohgren.  He's awesome.  Dude can damn near 1 shot most white con mobs and the CC on 2h talents is very nice too.  I haven't tried a DW warrior but I have no complaints about the 2h spec.  Towards the end of my first play through, I didn't go anywhere without Ohgren in the party.

Modifié par Osprey39, 23 novembre 2009 - 05:41 .


#152
F-C

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Barakka81 wrote...

F-C wrote...

aberdash wrote...

Nothing could cut through a steel breastplate and very little could even puncture them.





watch at about 2:00 to 2:30  thats him cutting through a steel plate with a katana.


Lol, that's a fixed, vertical metal sheet. Convenient angle, fixed target, tiny impact spot...A breastplate is made to deflect blows, it isn't fixed and the blade of the katana is going to hit quite a larger surface.

Then, you have the chainmail under it, wich is merely un-slashable.


in the same regard its also a modern person who probably has a job and no where near the same build of someone who was a full-time warrior back in the day.

its a matter of give and take in my opinion.

you arnt going to find someone with the skill, the physical build, and the knowledge of the day and age people would have really been fighting with these weapons, so you have to give them some leeway on their testing.

the point was really that a katana can indeed cut through steel.


if someone was in full plate with chainmail underneath you would also have to figure in the massive amount of mobility loss the person would suffer, even being built to carry to it, and how it would give a katana wielder all day to hack an opening then thrust through the chain...

if he can find a weak spot anywhere a katana can cut through a human like a knife through butter as well.

there are too many factors to just say "it will never happen"

Modifié par F-C, 23 novembre 2009 - 05:37 .


#153
Guest_Lowlander_*

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F-C wrote...

the point was really that a katana can indeed cut through steel.


That test is highly flawed. It is held up like a sheet of paper all you need do is cut the edge and it will practically tear apart. Not only that but it is plain sheet steel, fairly soft stuff. Nice for the rubes in the audience but anyone thinking about it should see the flaw.

Real quality platemale was amazing stuff.  There is an excellent series on medieval weaponry and armor.
"Weapons that made Britain"

Here is a clip from the series, of someone building a breastplate using 15th century techniques (he is doing it by eye, judging color).

Here is where they test an arrow against that same armor:


Note that to determine bow power, they used a 150lb draw bow as their model, which is downright monstrous.

If you are interested in ancient weapons armor it is an awesome series. I installed Veho, just so I could watch the whole series. Great stuff.

Modifié par Lowlander, 23 novembre 2009 - 06:26 .


#154
Sarevok Anchev

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What about bigger Crossbows? As i remember they were made for can-opening?



Katana isnt even a good example, because in Japan it was the weapon of peace.

There exists a huger and better manifactured 2h version, which could cut through armor.



Because of the Breastplate: The Plate itself would be cut in half. Like i said the Chainmail and studded leather would protect the wearer at least that first time.

Dont forget plz, the Katana can also be used for stabbing/thrusting :)



@Lowlander: Thanks for the links!

I hope you also enjoyed the Motion Captured moves in The Witcher like myself ^^

#155
C0RBZ

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Just my 2 cents.



As a big 2 handed weapon fan, I'm very let down with how the 2H warriors are designed in this game. With any RPG I know exactly what character I'm going for. A big hulky barbarian with a big ass 2 handed axe/sword to slice through groups of enemies or at the very least a CC machine! I don't really care about balance as this is a single player game, I just want to have fun reeking havoc with my character of preference.



So I create my character, start a game and get ready to lop some heads off. The first thing that hits me is how slow it takes to swing the damn sword! It just seems so unrealistic. I figure it must get faster as I grow stronger, but nope, I could have a 100 STR and still swing that sword as if it weighed a tonne. Seems ridiculous to me anyway. Yeah it does decent damage per hit, but the slow speed really hurts. Alistair and I can pound one guy into the ground and before I have time to finish my last swing he's already moved on and half killed the next guy. If I'm lucky I might make it over there to get 1 hit in.



Then you might say well they got their CC talents... Come on, they ain't anything to write home about are they. Indomitable is good and so is Two Handed Sweep when you eventually get it. The rest of the talents are pretty poor in my opinion. Stunning Blow would be good if it actually stunned enemies often enough, but as it is I don't find it that useful.



If it were up to me, I would suggest one of the following to improve the class:



1. Keep swing speed as is, but allow the swing to hit multiple enemies. Not just one.

2. Increase the swing speed slightly. Getting faster as your STR goes up would make sense.

3. Add another CC talent similar to Two Handed Sweep, which effects a group of enemies.



This is all off the top of my head, I'm just quickly writing this post as I'm supposed to be working :/



Anyway as I said before this has nothing to do with balance and all to do with increasing the fun with your character of choice. As it is I'm still persisting with my 2H warrior, but he could be so much more. My DW warrior is an absolute beast, he's actually over powered if you ask me. But in saying that, he ain't my character of choice. So, I'll put him back on the shelf and finish my playthrough with my lacklustre 2 Hander.

#156
DragoonKain3

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I'd personally just have them up the damage modifier of attributes, like tha manual states it should be +50%.



Heck, maybe not even a true 50% bonus. If even a 2hander gets 75%-100% of their attribute damage (in comparison to 1H 50-75%, or DW 25-50%), it would go a long way to making the class more fun. You would have very good burst damage (108 damage per hit using the criteria I have in my post in page 4), but your overall dps still is pretty bad (43 dps) and it scales FAR slower with +x damage talents/runes than the other wield styles.



So yeah, it will fill the niche of those people who LOVE big damage numbers, even if their total dps still is behind the other wield styles. As it is now though, you'd be roughly getting the same numbers with 1handing, but much more noticeable attack speed. XD



Would make those 2handers enemies to be a bigger threat as well. Right now, if you ask a mage what wield style he'd like to be meleed with if he had no choice, he'd say 2hand, since they don't do big DPS nor is their burst noticeable to be of as big a threat as those 1handers/dwers.

#157
Jordi B

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Personally I don't really care all that much about two-handed combat, because I'm fairly pleased with having Alistair as my only real melee guy. The only experience I have with it is with my Arcane Warrior, but I quickly switched to sword and board on him too, because the slowness of two-handed weapons bothered me. So the only thing I can really say from my own experience is that I think it would be nice if it was a little bit faster.

From reading this topic, I tend to agree with the OP. It seems that in seven pages there has been little in the way of a rebuttal to the point that two-handers are underpowered compared to the other classes. To some people this may not matter. I understand that some people might think it's interesting to play a gimped character and not a minmaxed powerhouse, but I still think it doesn't really make sense for any class to be less powerful than another one no matter what you do. If you want to play an idiot, there's always that possibility, even with an overpowered class. If a class is underpowered, you can still make it work, but it kind of gets in the way of roleplaying the ultimate badass hero (a role I think would normally fit a two-hander pretty well). This is also why the "this is a party-based game"-argument doesn't really make sense to me. Sure you are controlling the entire party. And sure you can still beat the game. But you are going to identify most with the guy that you made. And for a lot of people, it would be really nice if he could at least keep up the appearance that he is a pretty big deal.

Maybe the problem is not even that one class is more powerful than another at the end of the day, but what seems to be problematic about the two-hander is that there appears to be virtually no role for which it is the best. It obviously can't tank as well as sword+board and it can't deal damage like a dual-wielder. Apparently the argument is that it has great crowd control capabilities, but I'm not really convinced. First of all, the other specializations also have crowd control capabilities and it doesn't seem like they are that much worse. Second of all, like someone else put it: it's better to have a dead enemy than to have a knocked down enemy. If 2-handers have better crowd control capabilities (and I'm not that convinced they have), are they really that much better that they warrant the apparently huge DPS loss?

People say DPS is not all that matters. Obviously it's most important to have fun, but I don't see how having the potential to contribute as much as other classes can limit that, whereas not having it could definitely. Having said that, *party* DPS seems to be one of the most intuitive ways to measure a parties power (to take survivability into account, let's say that at reload the seconds keep ticking, but the damage starts over). You can either contribute to this by dealing a lot of damage yourself, or by enabling others to do this. A two-hander seems to be a suboptimal choice for either.

It is a big problem when there are no situations in which a class really shines, because it will just not be cool to play such a class (for a lot of people). I've heard people make arguments about armor penetration, but it seems to me that dual-wielding daggers (especially for backstabbing roogues) penetrates armor just fine. Tanking? Use a shield. Damage-dealing? Use two weapons. Crowd-control? Riposte/Cripple/Punisher/Shield Bash/Shield Pummel/Overpower/Below the Belt/Dirty Fighting. Erm... "role-playing" an all-bark-no-bite character who can barely lift his weapn? Use two-handed weapons.



At least, that's the way it seems to me from reading this topic. It would be great though if someone could do a point-by-point comparison of the two classes to support their arguments (i.e. "a two-hander has these and these stun talents, and a dual-wielder has these, hence (1) the dual-wielder has the same CC-abilities or (2) the two-hander has much better abilities (pick one)").

#158
Mordigan

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Does anyone know what the maximum attack value is?



I have almost 100 on my attack, and I still miss fairly often with my 2H warrior!



This has to be a bug or something..

#159
Raxxman

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As the idea of saying damage doesn't matter is a bit silly when the sole purpose of combat is to put the other guy in the dirt.



CC helps you put them in the dirt but in nightmare most boss fights (which are the only real problem fights) the boss is highly resistant to CC and have massive reductions on cooldowns (for example one 2 handed nublet warrior boss will break out of a cone of cold before the casting animation is finished) means that the only real option is to go for a DPS race.



The 2 hander has 1 thing going for him, and thats indom is an amazing skill in an otherwise substandard skill set. This makes the 2 hander alright (but not great) at dealing with large monsters with knockback, and archers with scattershot.



Can you complete the game with 2 handers? absolutely, but that's more a statement on how bad the combat actually is over the notion that '2 handers are fine'.

#160
FRZN

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because powers fall under multiple catagories, I'm placing them under cc if they have a cc element, debuff if they debuff but have no cc, and so forth all the way down.  I think I'm kind of a neutral party as I don't particularly care.  This also means I'm kind of lazy (but I'm fond of lists and numbers) so if I made any mistakes I'm sorry, but I don't care (feel free to point them out).

key
Two Handed
Dual Wield
Shield

cc - stun or knockdown
1 pommel strike - 10s cooldown knockdown
2 stunning blows - passive attacks have a chance to stun
3 two handed sweep - 20s cooldown aoe knockdown

1 riposite - 20s stun, 1critical hit, 2 hits
2 punisher - 40s knockdown,
1 critical hit, -attack, -defense 3 hits
1 shield bash - 20s cooldown knockdown
2 shield pummel - 20s cooldown stun
, 2 hits
3 overpower - 20s cooldown knockdown, 1 critical hit, 3 hits

debuff
1 sunder arms - 10s cooldown -attack
2 sunder armor - 20s cooldown -armor
3 destroyer - passive attacks reduce armor (non-stacking)
4 mighy blow - 20s cooldown recudes movement speed, critical hit

1 cripple - 30s cooldown -attack, -defense, -movement speed, critical hit

damage - increases damage
1&2 powerful swings & two-handed strength - toggle +damage, -attack, -defense
3 critical strike - 60s cooldown critical hit
4 indomitable - toggle +attack, +damage, stun/knockdown immunity
5 shattering blows - passive +damage vs. constructs

1 dual-weapon sweep - 15s cooldown +damage, aoe, 2 hit
2 whirlwind - 40s cooldown aoe, 2 hit
3 flurry - 20s cooldown 3 hit
4 dual weapon training - passive offhand +damage
5 dual striking - toggle attacks with both weapons, no criticals/backstabs
6 momentum - toggle faster attacks
7 dual weapon expert - passive +critical chance, bleeding hits
1 assault - 20s cooldown, 4 hits

defense - reduced damage taken
1 dual weapon finesse - passive +attack, +defense
1&2 shield defense + shield balance - toggle +defense, +missle avoidance, -attack
3 shield wall - toggle +armor, +missile avoidance, -damage
4 shield expertise - toggle modifier more +defense on shield defense, immunity to knockdown on shield wall

5 shield cover - toggle +missile avoidance

other
1 dual-weapon mastery - passive full size offhand weapons, lower dual weapon stamina costs
(this is not under damage because I don't believe using two full sized weapon necessaraly increases your dps)
1 shield block - passive immune to flanking on shield side
2 shield tactics - passive immunity to flanking
3 shield mastery - improves all toggle/clicky shield talents


So, it looks like 2h has more cc and debuffs, dual wielding has more damage, and shield has more defense.

Modifié par FRZN, 24 novembre 2009 - 02:39 .


#161
thisisme8

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Does anyone remember if the KotOR forums were overpopulated by "Consulars are OP" and "Sentinels are underpowered?" I don't. Why now? Hurm...

#162
GravityParade

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kroosaydur wrote...

ya 2hs thing isnt dps its knockbacks and debuffs. its just that i you rarely have enough stamina to use these abilities more than a few times per fight.



Wear lighter Armor.

#163
SoulBlazer

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I think 2h weapon users should have an additional effect.



For every 10 STR while wielding a Great Sword, you have a 1% chance to knock the target back when you hit them. If you are wielding a 2h Blunt you have a 2% chance per 10 STR.




#164
Loc'n'lol

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thisisme8 wrote...

Does anyone remember if the KotOR forums were overpopulated by "Consulars are OP" and "Sentinels are underpowered?" I don't. Why now? Hurm...


That's because all you had to do was activate master speed, and hack things with your uber-lighsaber(s) ftw. All classes could do that.

#165
CreativePhobia

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SoulBlazer wrote...

I think 2h weapon users should have an additional effect.

For every 10 STR while wielding a Great Sword, you have a 1% chance to knock the target back when you hit them. If you are wielding a 2h Blunt you have a 2% chance per 10 STR.

What's the point? Stun is basicly the same as knockback as far as CCs are concerned, and theres already a passive that allows at least that %. Would be a fine idea otherwise.

#166
Pellegrin

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2handed weapons are fine with a buff to some of their talents. For example, my mod reduces the cooldown of 2h sweep. Critical Strike has an increase to damage and added knockdown.



If you increased attack speed on 2h weapons then they wouldn't feel like 2h weapons anymore. Also consider they don't need to spend points on dex for their abilities. The benefit of a 2h weapon warrior is utility such as CC and good 1v1 damage.

#167
aberdash

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Considering you are completely abandoning defense with a 2h weapon it should have the highest dps.

#168
silencedhawk

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A mage casting haste... 2 hander speed.. weeeeee high damage

#169
Rylor Tormtor

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Jordi B wrote...

Personally I don't really care all that much about two-handed combat, because I'm fairly pleased with having Alistair as my only real melee guy. The only experience I have with it is with my Arcane Warrior, but I quickly switched to sword and board on him too, because the slowness of two-handed weapons bothered me. So the only thing I can really say from my own experience is that I think it would be nice if it was a little bit faster.
From reading this topic, I tend to agree with the OP. It seems that in seven pages there has been little in the way of a rebuttal to the point that two-handers are underpowered compared to the other classes. To some people this may not matter. I understand that some people might think it's interesting to play a gimped character and not a minmaxed powerhouse, but I still think it doesn't really make sense for any class to be less powerful than another one no matter what you do. If you want to play an idiot, there's always that possibility, even with an overpowered class. If a class is underpowered, you can still make it work, but it kind of gets in the way of roleplaying the ultimate badass hero (a role I think would normally fit a two-hander pretty well). This is also why the "this is a party-based game"-argument doesn't really make sense to me. Sure you are controlling the entire party. And sure you can still beat the game. But you are going to identify most with the guy that you made. And for a lot of people, it would be really nice if he could at least keep up the appearance that he is a pretty big deal.
Maybe the problem is not even that one class is more powerful than another at the end of the day, but what seems to be problematic about the two-hander is that there appears to be virtually no role for which it is the best. It obviously can't tank as well as sword+board and it can't deal damage like a dual-wielder. Apparently the argument is that it has great crowd control capabilities, but I'm not really convinced. First of all, the other specializations also have crowd control capabilities and it doesn't seem like they are that much worse. Second of all, like someone else put it: it's better to have a dead enemy than to have a knocked down enemy. If 2-handers have better crowd control capabilities (and I'm not that convinced they have), are they really that much better that they warrant the apparently huge DPS loss?
People say DPS is not all that matters. Obviously it's most important to have fun, but I don't see how having the potential to contribute as much as other classes can limit that, whereas not having it could definitely. Having said that, *party* DPS seems to be one of the most intuitive ways to measure a parties power (to take survivability into account, let's say that at reload the seconds keep ticking, but the damage starts over). You can either contribute to this by dealing a lot of damage yourself, or by enabling others to do this. A two-hander seems to be a suboptimal choice for either.
It is a big problem when there are no situations in which a class really shines, because it will just not be cool to play such a class (for a lot of people). I've heard people make arguments about armor penetration, but it seems to me that dual-wielding daggers (especially for backstabbing roogues) penetrates armor just fine. Tanking? Use a shield. Damage-dealing? Use two weapons. Crowd-control? Riposte/Cripple/Punisher/Shield Bash/Shield Pummel/Overpower/Below the Belt/Dirty Fighting. Erm... "role-playing" an all-bark-no-bite character who can barely lift his weapn? Use two-handed weapons.

At least, that's the way it seems to me from reading this topic. It would be great though if someone could do a point-by-point comparison of the two classes to support their arguments (i.e. "a two-hander has these and these stun talents, and a dual-wielder has these, hence (1) the dual-wielder has the same CC-abilities or (2) the two-hander has much better abilities (pick one)").


The problem, with out a combat log or damage parser, people are citing only antecdotal evidence to support their 'OMG MY 2H IS NOT DOING AS MUCH DAMAGE AS MY ARMS WARRIOR' argument.

By level 17 I was one-shotting white con mobs. Casters were unable to get anything off, and if I did have to eat a fireball, I had enough hitpoints to sit the mage on its ass and then kill him or her. In addition, adding critical strike against petrified and frozen targets resulted in yellow enemies going down quickly as well.

And again, these detractors see DPS as existing in a vacuum. I am not even talking about the other 2handed abilities, but they synergies with specializations. A fully speced champion 2 handed warrior can keep a large (and I mean a LARGE) gruop of mobs busy while the rest of your party picks them off. Stuns and knockbacks allow for a strategic placement of enemies that makes both you and your allies more effective.

Competitive gaming enviroments have encouraged over-specializations, which is fine, and actually good and productive in the right context. This sort of mindset encourages innovation, but innovation along a linear model, i.e. doing more damage. Things like tank, dps, healing all have thier places, but I don't think DAO is one of them. I never remember speccing my cleric for optimal healing while playing table-top decades ago. My warriors often went out of their way to protect the mages, but Alistair could do his own damage, my 2h Warrior could take a beating, Wynne could throw some damage, and Morrigan could heal.

#170
TileToad

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The only real fault I can see with the 2-hander is that of rune enhancements since they're only half as effective compared to the other classes.

Paralyzing rune with DW or SnB, for instance, has two times the possibility to paralyze an opponent compared to a 2-hander.

#171
Mordigan

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Here's a mod which addresses many of the issues with 2H weapons.



Just tried it, and it's great!

#172
thisisme8

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_Loc_N_lol_ wrote...

thisisme8 wrote...

Does anyone remember if the KotOR forums were overpopulated by "Consulars are OP" and "Sentinels are underpowered?" I don't. Why now? Hurm...


That's because all you had to do was activate master speed, and hack things with your uber-lighsaber(s) ftw. All classes could do that.


touché.<_<

#173
hawat333

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I found th warriors a bit less effective when it comes to average hit.

But when they swing a critical? It hurts a lot.

Well, I'm only playing with a dw warrior now, so I can't see it's full potential yet, but the crits are significantly lower at this level.

In this, I found a kind of balance.

But that's just me.

#174
Gecon

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thisisme8 wrote...

Does anyone remember if the KotOR forums were overpopulated by "Consulars are OP" and "Sentinels are underpowered?" I don't. Why now? Hurm...

Thats mainly because Guardian was OP, not Consolar ! :D And it was the only Jedi class where darkside where just as good as lightside.

Consolar was the middle man - fun if you build them right, but only if you where lightside, because otherwise you couldnt use the uber items with the super bonusses. I never looked back to playing another Sentinel after I tried the other two classes.

DS Scout7/Guardian13 with Speed, Twohanded, Power Attack -> Major carnage.

Compared to the *** we had in KotoR, DA actually looks fairly balanced ! :lol:

#175
Gecon

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aberdash wrote...

Considering you are completely abandoning defense with a 2h weapon it should have the highest dps.

Err ... Why arent you abandoning defense with two weapon ?