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Two Hands!
#1
Dual Wielding currently has an inherent negative value on your build, it can range from being as small as -5 Hit due to a lack of gloves (and additionally minus some stats cause thieving exists) or as huge as -20 SWA, -5 Hit, and if you aren't dual wielding the same weapon type, -12 Crit and Evade too.

I propose that Two-Hand should gain an additional sub-talent branch that focuses on Dual Wielding, aiming to pad out this stat disparity a little bit between these groups of items, as I see very little value in stuff like Vent Petale or in wielding 2 weapons to match my classes like if say I need an instrument and a different weapon.

I've made a few suggestions to throw around, they don't have to be translated into the game quite literally but these are generally what I think people would like to see in this regard:



Quote:Dual Wielding - 5 Ranks

Wielding two weapons at once gives you a bonus to your Critical by SR * 2%, doubled when wielding mismatching weapon types (Such as a Sword + A gun.)



The above suggestion is intended to make the -5 hit from a lack of gloves into a weakness and to give a lot of Critical Rate in return, while equalizing mismatching weapon critical hit rates with those of matching weapons in combination with Sarasha Gi.


Quote:Dual Wielding - 5 Ranks

Wielding two weapons at once gives you a bonus to your Hit and Critical by SR * 1, doubled when wielding mismatching weapon types (Such as a Sword + A Spear.)



This one is to make up for the -5 hit you'd be missing from not going with any gloves, while also boosting a bit of your crit rate, a middle ground that would at best slightly benefit dual wielders and not be disadvantaged vs other weapons.


Quote:Dual Wielding - 5 Ranks


Wielding two weapons at once gives you a bonus to your Critical by SR * 1 and Parry Chance by SR * 2, doubled when wielding mismatching weapon types (Such as a Axe + A Fist.)


This one is just that it makes a bit of sense, I feel like an off-handed weapon would increase your parry chance fairly significantly.

As usual thanks for reading.
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  • K Peculier, Sawrock, Slydria, zericosmic
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#2
I'd like for it to be five ranks, with +1 crit per rank and +0.5 power per rank, doubled if the weapons don't match.

The reason why I'd suggest power over extra critical or parry chance is to appeal the kind of character fantasies that would use two weapons at once. The common one I think that most easily comes to mind is the dual swordsman, represented already by the Sarasha Gi (and which would make good use of this as well). The other kind of character that comes to mind though is casters- whether it's a dark mage with a dagger in their robes or a sword-and-spellslinger type. Yes, those kinds of characters can easily use the elemental spell ores, but if a mage wanted to include a tome for flavor they would appreciate the power to their tomes more than the critical or parry chance.

I do think with what you've wrote that not giving it hit does make a good contrast to using upgraded gloves (and can represent the clusterfuck that trying to use two weapons can actually be, although I am in no way advocating for hardcore realism).
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  • K Peculier
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#3
Just add a glove slot

differentiate shields from gloves

make two hand and dual wielding only about them, not about what any glove slot can do.
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#4
Having the glove slot be the same as the offhand slot is one of the game's strengths in flavor.

Being able to have a special effect from a glove vs. having a shield vs. having an additional weapon makes all three options viable. Otherwise, using a single weapon alone is considered downright detrimental. This is coming from my own experience of trying to make Uncle Kenn in many games (a single shortsword user for those unaware).
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#5
I support the first suggestion myself, think that's a lot of fun.

Parry chance I don't love just because I could see it getting wacky with Solblader.
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  • zericosmic
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#6
The main problem with these suggestions is that some dual-wielding builds are already amazing. Twin dance daggers and handguns are already pretty damn good builds, and this would make them even stronger. I don't think it's a huge problem but like...

The crux of the issue with dual wielding, in my opinion, is the existance of Sarasha Gi, Two-hand, and Twin Dance itself. It makes certain setups strictly better than others just because a certain passive exists, while other options are given absolutely nothing.

Two-hand is honestly something I see as a strange design choice. It's so central to the balance of the game. Meanwhile the rest is put into class skills and items. Perhaps we could instead center the balance of weapon wielding styles entirely into the talents themselves.

1: Single weapon, glove: Two-hand. But make a different subtalent to cover all the weapon types that are not covered.
2: Weapon and shield: Make a shield talent.
3: Dual wielding: Add one of these suggestions as is.

Then we nerf sarasha gi a little bit, to give like 12 evade and 8 crit. You would end up with a little more crit than before without it being too crazy.
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#7
I feel like nerfing Sarasha gi with adding one of these totally defeats the purpose of adding these in some way.
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#8
Well the purpose isn't to buff sarasha builds... Those are already pretty good
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