SWM Change and Additions Thread
Posted: May 26th, 2021, 1:22 pm
Staff have generally always done an awesome job keeping and caring for balance; but I feel in light of the new grit system, a few things slipped through the cracks, so I have a proposal for correctionary measures!
1H Tactics NEW Moves
Decisive Strike - A universal non-loaded type that don't count towards the two weapon limit. Does a 'lesser' bleed compared to the one done by swords but for the equal number of ticks. Alternatively a mock version of Mortal Strike with 2s less duration. Essential for new-age PvP.
2H Tactics NEW moves
Brutalizing Strike - A universal non-loaded type that don't count towards the four weapon limit. Does a 'lesser' bleed compared to the one done by swords but for the equal number of ticks. Alternatively a mock version of Mortal Strike; the idea for both these notions is to combat grit one 'basically needs this' even if it was 2s shorter than mortal or normal bleed.
1H Tactics CHANGED Moves
DISMOUNT --> Disheartening Strike - Still dismounts a momented foe (now a sub detail); adds +10% dmg and also applies a 5% penalty to HCI/DCI to foes stacking up to 8x but lasting only 6 seconds at 100% and 8s at 120%; a good addition to any battlers' repetoire. [Could work for ranged/throwing or melee rightly and due to timer encourages SWM spam and team work]
FEINT - Encouraging that it now disrupt any healing effort, atop what it already did. Increasing the clever tactical value of this maneuver; minor change but with big implications.
2H Tactics CHANGED Moves
Leveraging Thrust - After much review and evaluation, this needs to last up to 12-20s for it to be viable in PvP and general conflict considering NPC lunging. Most weapons with this skill are on the slower end, so even at max dex you'd be lucky to even get 'one' swing off in 6s at 2T.
Calvary Tactics --> Infantry Tactics - Still dismounts as a footnote. Adds +10% Damage and reduces the targets resists by 5% across the board and stacks up to 6x for 8s each stack [6s at 100%, 8s at 120%]. This gives players a good 'Anti-Tank' team work maneuver that still holds true to the original purpose if... we... ever see mounted foes... (We won't.)
Swordsmanship CHANGED+NEW Moves
Paralyzing Blow - This ability is interrupted if the foe is hit, and also mitigated (or was) by Arcane Resist. Remove influence of A.Resist as well as potentially make it last the full duration regardless of being whacked but with the same consideration of 'anti-root' timers. Like feint this would disrupt Grit efforts. (Presently does not. Legit how are you paralyzed but healing bruh?)
Sadly, swords lack any 'power move' and this adjustment to paralyzing with the other changes would just identify it as the staple 'control field' type of weapon oriented towards being universal/balanced.
Comboing Strike - A proposed swordsmanship move that like Crushing Blow gives a bonus to the next successful strikes' damage; would likely placate players upset that their swordsman just lacked any gravy given the proposed tactics' change to bring about FAIRNESS and DIVERSITY.
Fencing CHANGED Moves
Nerve Strike - Like Paralyzing blow when this paralyzes it should entirely disrupt someone utilizing grit or trying to during the paralysis; and being booped on the snoot again shouldn't free you from the otherwise short paralyze.
Wrestling/Axes/Maces are relatively awesome as they are in diversity/options and should be able to benefit largely from the Proposed Decisive/Brutalizing Strike proposal.
1H Tactics NEW Moves
Decisive Strike - A universal non-loaded type that don't count towards the two weapon limit. Does a 'lesser' bleed compared to the one done by swords but for the equal number of ticks. Alternatively a mock version of Mortal Strike with 2s less duration. Essential for new-age PvP.
2H Tactics NEW moves
Brutalizing Strike - A universal non-loaded type that don't count towards the four weapon limit. Does a 'lesser' bleed compared to the one done by swords but for the equal number of ticks. Alternatively a mock version of Mortal Strike; the idea for both these notions is to combat grit one 'basically needs this' even if it was 2s shorter than mortal or normal bleed.
1H Tactics CHANGED Moves
DISMOUNT --> Disheartening Strike - Still dismounts a momented foe (now a sub detail); adds +10% dmg and also applies a 5% penalty to HCI/DCI to foes stacking up to 8x but lasting only 6 seconds at 100% and 8s at 120%; a good addition to any battlers' repetoire. [Could work for ranged/throwing or melee rightly and due to timer encourages SWM spam and team work]
FEINT - Encouraging that it now disrupt any healing effort, atop what it already did. Increasing the clever tactical value of this maneuver; minor change but with big implications.
2H Tactics CHANGED Moves
Leveraging Thrust - After much review and evaluation, this needs to last up to 12-20s for it to be viable in PvP and general conflict considering NPC lunging. Most weapons with this skill are on the slower end, so even at max dex you'd be lucky to even get 'one' swing off in 6s at 2T.
Calvary Tactics --> Infantry Tactics - Still dismounts as a footnote. Adds +10% Damage and reduces the targets resists by 5% across the board and stacks up to 6x for 8s each stack [6s at 100%, 8s at 120%]. This gives players a good 'Anti-Tank' team work maneuver that still holds true to the original purpose if... we... ever see mounted foes... (We won't.)
Swordsmanship CHANGED+NEW Moves
Paralyzing Blow - This ability is interrupted if the foe is hit, and also mitigated (or was) by Arcane Resist. Remove influence of A.Resist as well as potentially make it last the full duration regardless of being whacked but with the same consideration of 'anti-root' timers. Like feint this would disrupt Grit efforts. (Presently does not. Legit how are you paralyzed but healing bruh?)
Sadly, swords lack any 'power move' and this adjustment to paralyzing with the other changes would just identify it as the staple 'control field' type of weapon oriented towards being universal/balanced.
Comboing Strike - A proposed swordsmanship move that like Crushing Blow gives a bonus to the next successful strikes' damage; would likely placate players upset that their swordsman just lacked any gravy given the proposed tactics' change to bring about FAIRNESS and DIVERSITY.
Fencing CHANGED Moves
Nerve Strike - Like Paralyzing blow when this paralyzes it should entirely disrupt someone utilizing grit or trying to during the paralysis; and being booped on the snoot again shouldn't free you from the otherwise short paralyze.
Wrestling/Axes/Maces are relatively awesome as they are in diversity/options and should be able to benefit largely from the Proposed Decisive/Brutalizing Strike proposal.