Agathius wrote:Recently i've been discussing this with people. Most seem to have a rather positive opinion of it. In a few words, what i think would be rather new and a good way to balance combat and add depth, is a whole overhaul in combat. In some words :
Armor should have % chance of sliding off a weapon, not % of absorbtion. This ought to be depedant on Wep q, Armor q, Speed bonus. If an armor gets penetrated it should be dealt heavy durability damage and damage as if a naked was hit.
Different parts of armor have different damage sliding. Why?
Example: Half Plate Chest is: Leather, Plate, Chainmail, Padded all in 1.
Half plate Helm is : Plate... And plate.
Weapons should have different ways of being crafted. A falchion should be crafted to either do more damage on naked/light armor either in a way to deal less general damage but more likely to penetrate armor.
Crossbows should get windlasses and other modifications to affect reload time, damage, penetration.
Blunt damage should be reworked into hard HP. Padded should be 70% blunt resistant, leather 60%, Chainmail 55%, Plate 45%.
Horses should all have 4x less hp. Plate Armor on horses should work like Half plate. Horses should get 2x slower strifing but 25% faster speed.
Lances should get their own damage type. Should break in 2 hits.
All armors should be 4x more expensive;
All weps should be 3x more expensive depending on the modifications one adds.
Generally i think the above would be fix a lot if it was a final patch that would get the game out of beta. Why?
1) It would bring immersion in armors.
2) It would bring Strategy in Instance battles. Cavalry charges and arrow showering will be very crucial.
3) It will bring balance; Everything will have a counter if weapons have modifications that allow dealing damage to either Heavy either Light armor.
4) It will make loosing armor and weps far more crucial. Right now we have 4 wharehouses of loot, for example. People do not care about loosing items right now.
5) It will bring a whole new category of weapons back into action.
6) It would stop the community whining after each combat change as this it would be the final state of the game. Solid, last patch that gets the game out of beta.
7) It would add crafting a whole new line. Swords will be crafted in a way to penetrate or deal more damage overall at a price.
) Realism, the feeling IB's are worth it, that we connect with the game we're playing, that it's not a whole different world of hit and run.
Now i know this will be a looooong time to do and some people may not agree or agree to some ideas and not in all. I know it's much to ask as well from the game. But i think it is worthy of consideration for the changes and new air it can bring, even if it will take 1 hour to implement. Or at least there can be a minigame (Or server) added where we can test those thoughts above so as to see what balance they'd bring.
Thoughts?
I do agree that the combat overhaul is required, but well, some of the things youve mentioned are described kind of too much in a general way, though they certainly require a more detailed view on.
1)Adding % of sliding off a weapon, dependant on wep q, armor q speed bonus. If an armor gets penetrated it should be dealt heavy durability damage and damage as if a naked was hit.
Dont you think that it shall just lead to left right spam attacks, though where lets say 50% of attacks will "slide-off", and the rest 50% will hit as if naked. Its a good idea though, but needs a thorough and detailed overview.
2)The thing about blunted well. Blunted weapons are pretty much ok right now i think, no matter what people think of em. They are pretty good for cooperative gameplay as they provide decent stuns and may deal fractures which even adding aditional str may not help. The thing why they are widely used is just because cooperative gameplay is not widely used here currently. We are just starting to get used to it, and someday when everyone will split into groups having a stun capable trooper in a unit will be of good use.
3)I do agree about horse situation, but ive thought of a rather different solution to the problem of horse too much hp and bumping.
Currently no one would disagree, i presume, that the infantry is currently forced into formations, as they provide a huge boost for the survivability of the army if used correctly.
But what about cavalry? We forgot that actually cavalry must also be forced into formations like wedges, etc. And dont you think that we can solve both of this problems with just one shot?
First of all, lets, for ex, cut all horse current hp in half.
Add inf formation defensive stance bonus of immunity to horse bumping. (related to number of people in a unit. every single one adds 10% chance, with 10 having 100% chance). That way an attack of a random horseman on an inf formation will end up him being stuck there (negates the problem of random bowling).
Add to the cavalry wedge formation a bonus of a chance to evade the inf horse bumping immunity buff from inf defensive formation (related to number of troops in the unit. every single one adds 10%. max 100%) combined to the bonus of piercing the defensive stance damage resistance buff
That way the inf is even more forced into using formations to have immunity to random horse bowling, which is currently the most disorganizing factor in the battles, and at the same time will force cavalry to be organized into groups with the direct objective of formation breaker (as the cavalry is actually intended to be during the battle).
The cav unit will have to make organized charges, retreat, charge combos, cause if they dont a cavalryman risks to get easilt stopped by bumping into an inf guy, and as the horse hp is halfed, they will have lesser survaviablity in that case.
Also due to horse hp being halfed, the cavalry unit wont be able to do so much of that formation breaking as after each strike their horse hp will suffer greatly, so this charges should be used wisely in combination with allied inf and archer attacks.
Both units will try to get 100% of their buffs, as having for ex for inf to have only 50% is wont be that effective against random bowling. Same goes for cavalry, which will try to have 100% of their buff as with 50%, the cav unit risks being totally halfed in horse hp as having 50% of its unit stuck inside enemy formation with a rather high chance of losing a horse.
To counter this wedge strikes of the cav, the battle commander will have to deploy the anticav with higher extent as having just 3 anticavs on the flank wont do much against a 10 pees cav unit. Also, due to cav having more mobility than anticav, though a bit limited due to being forced to stick to the formation, the commander will have to deploy more anticav than cav basically at weakspots.
This addition, for sure, does not limit lancers as the kings of open world skirmishes at any extent, unless they meet a formation (you need to get extra lucky for that
). It just brings more sense into battle scenario and a feature which requires more tactical approach from the battle commanders (basically, nothing new compared to other games).
As for lances breaking after 2 hits. If I understand it correcntly, you also want to buff lance damage in expense of having it to be broken and reequipped. The current lance damage is pretty much ok compared to other weapons damage etc, as it is basically the top 1 damage weapon. Boosting it even more will just outbalance it, even with breaking after 2 hits.
I dont think that reequipping lance will help immersion in anyway, except to serve as the ground to boost its damage into awp like manner. For sure lance should be one of the most dps weapons with a pretty high requirement for player skill for use and its limited frequency of attacks, though used in combination with the horseman class, which has the highest average rate of survivabilty at max effective use ( and i mean non-stop fighting, without running around and hiding), but well, comapared to 2h axe, which is the top inf dps weapon, its quite balanced. Forcing lancers to run away to reequip lance out of their pocket well. Its same as with pocket horses.
But, if we look at lance reqequiping, its main effect is basically the frequency of horse attacks. With 2 hits in a round, the horseman is like a boost damage class, which has 2 powerful hits with a cooldown, represented with its reequipping. Why instead of requipping just add a cooldown to the char itself of a number of lance attacks which can be done before an actual char buff cooldown (can be related to Lancing skill). For ex, 30 lancing gives you 1 hit, after which you have a lance attack cooldown of 2 min. 60 lancing gives you 2 hits with a lance attack cooldown of 1.5 min. 90 lancing gives you 3 hits with 1 min cooldown. That way, the lancers are forced even more to lvl to 90 to be effective at max. currenlty, even skill 30 lancing is pretty much deadly to any other class, but with this addition they are still deadly, but at a much lesser extent, and at the same time the lancers will choose wisely the timing of their attacks, prefering their side arms in some minor cases.
And I 100% agree about the cost of the weapons and armor. It needs an overhaul for sure.
I would suggest the following.
First of all, cut the cost of vosst steel (lower its flux requirement).
Then make it the following:
Tier 1 armour requires iron, tier 2 armour requires ALWAYS steel.
Tier 3 and 4 requires ALWAYS vost steel.
Weapons should also be accordingly distributed into tiers. And this weapon tiers should be accordingly distributed into class skill trees. But i wont even write on about it cause i think its a waste of time as the devs want the skill trees to be "more free" and not stick-to-your-class kind with a slight space for modifications from other classes.
But still, top weapons should require more. Top melee 1h should ALWAYS require steel. 2h swords - require steel (except claymore). 2h axes - require steel (except bardiche) and add leather into recipe. Longbows - add leather. Arbalest and siege xbow - require steel. Lances - steel and add leather. Tower, kite shield - steel. Morning star - steel, leather, etc.