Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Gigantys
#2
i quite like the difficulty in using it more than once per round personally. we don't need to be swinging the gigantic bonesword around like a rapier, it just needs to have some more oomph when you actually do manage to hit with it, considering the difficulty in doing so outside of a specific skill or using it vs a guarding opponent.

the idea seems to be a trade-off between how difficult you want it to be to hit with this sword vs a damage reward for taking on that difficulty, but when all things are said and done the 1:1 accuracy to bonus damage tradeoff just doesn't do it. it can already be difficult to hit people as is if they want to dodge, but on top of the hit>damage tradeoff you're also trading off +hit modifiers for +weight ones and it often doesn't work out for you. with just the damage as it is. being able to guard break is nice, but noone's ever going to need to guard if you can't hit them (excluding team fights) so i do like the anti-parry idea. maybe compare their % chance to parry to the weapon's W and ignore parries if it's higher?

i'd like to see a more thematic change to it, the idea of 'throwing your weight around'. like maybe it could have a weight-based autohit skill where you slam it into the ground and lower the evade of those nearby on top of damaging them (if it's 4M it can't even be used to hit them in the same round, giving them the chance to back off and try something else). or another idea is rolling a chance to knockdown (or lowering evade) on miss, based on weight (sounds strong, but if you're missing a gigantys attack you just blew 4M on zero damage).

there's also been some interesting suggestions for greatsword type traits that would probably help gigantys hit a more usable spot
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 2 Guest(s)
Sigrogana Legend 2 Discord