This section is mostly opinionated. I’ll only be going over weapons that I think need the help, seeing a weapon is only as good as its user to an extent. Everyone’s play style is different and some may use it better than others.
**Note this is all due to change. With the introduction of the Great Sword I want to test more combinations before adding others to this list. I’m currently still going through testing phases and weapons may change again before the October release.
*Sword and Board - With the most recent weapon launch, Great Sword, I have really started to dig in to what the skills for the Sword and Board offer and their worth. Currently at this time, Sword and Board doesn’t really need to be in any team composition. There is literally no need for a tank in PvP or PvE due to perks and damage outputs that most other weapons provide. Even the Great Sword at this time offers better “Tankability” then the Sword and Board. Most of the single perks, not connected to skills, are fine and can continue to be used. What I’ve come up with is a new skill tree for both sides that would better fit a Tank and tanking abilities. Not only that, but could potentially change the normal meta for wars by adding more strategy and team composition into the mix.
As for the left side of the tree, I feel the gap closer with (Leaping Strike) is fine, along with (Whirling Blade) for more of an offensive attack. (Backstab) though in my opinion, needs to be swapped out for some kind of (Parry). It doesn’t need to stun, it just needs to negate the damage and reposition the player to the adjacent side of the opponent. The first perk (Unstoppable Stab) would be replaced with (Enforced Sidestep): applies grit to this parry. The second perk (Tactician) would be replaced with (Deep Wound): after the parry, press light attack to activate a slashing attack. This attack, if it hits, applies 1 stack of bleed for 6 seconds that does 10% weapon damage per second.
This side of the tree would receive the most change. When I envision a tank, I look at it as a character who’s primary roll is to absorb damage and prevent others from being attacked. At this current time, none of the skills on the right side of the tree really do that. Again, a lot of the single perks on this side of the tree can stay, just the skills and skill perks need to be reworked.
Though (Shield Bash) is nice, the recent change of (Leaping Strike) has really made this skill lackluster due to not being a viable combo. I would rather see something like (Shield Reflect) : depending on the size of the shield wielded : 25% for small, 50% for Kite, 75% for large, of all incoming attacks for (5 seconds) is reflected back to the attacking person(s). This skill does lock you in position. For the first perk (Intimidating Bash) could be changed to (Mirror Finish): where you increase the (%) of damage reflected back another 10%. For the second perk (Concussive Bash) it could be replaced by (Stand Your Ground): apply Grit to the skill.
(Shield Rush) In my experience testing it, doesn’t really stand out compared to how some of the weapons can do the same or better effects. I would like to see it swapped out for (Azoth Armor): Increase physical and elemental resistance by 10%. This consumes 1 azoth for every second you have it active. (Improved Rush) would be replaced by (Azoth Fusion) : consume 2 azoth per second to receive another 5% increase physical and elemental resistance. Lastly (Intimidating Rush) would we swapped out for (Azoth Thorns): consuming 3 azoth per second which converts a (%) of incoming melee attacks reflected back as damage to the attacker. *This would introduce the first active passive into the game. This would stay on as long as the player chooses to keep this active or until their azoth supply runs out.
Lastly (Defenders Resolve) would be replaced by (United We Stand): Selected member gets 20% increased physical and elemental resistance based off your physical and elemental resistance. Player must remain no further than 25m away or the skill ends. The first perk (Final Countdown) would be replaced with (Share the Pain) : you absorb 50% of the teammate’s damage taken. The final perk (Restoration) would be replaced with (A Life For A Life) : Upon death, linked member is healed by 50% of your maximum HP.
At this time I’m only going over the Sword and Board, as I feel it needs the most attention.
Separation post for better readability : S&B Changes to make it more relevent in tanking and Dps
Link to separate post for better readability : Combat changes that I think would help
There are a couple of things with combat I would like to address. Over time, combat has started to get better. With the new weapon addition, it also opened up a lot of other possibilities. A couple of things I would suggest to make the melee side of things more fluid (as it’s the most complained about on the forms) would be the following:
- 1 Handed Melee Weapons
*Weight needs to be added to all 1 Handed weapons (just like the shield).
*After all attacks hit on the light attack combo, the last attack will **stagger.
- 2 Handed Melee Weapons
*Weight needs to be added to all 2 Handed weapons.
*All heavy attacks require stamina to swing.
*All heavy attacks on hit will **stagger enemy.
*GA, GH, GS all need a rework on how the weapon is handled. This not only will be accurate historically, but can also help in the animation to make the weapon feel less clunky.
- Ranged Weapons
*Weight need to be added to weapons similar to 1 Handed weapons.
- Magic Weapons
*Weight needs to be added to weapons similar to 1 Handed weapons
So I’ve mentioned weight, as you have seen above, on all the weapons. A long time ago there didn’t use to be weight at all on any of the weapons. Then shield, even though it’s a 1 handed weapon, had weight added to it because of an unfair advantage of rolling around in light armor with a kite shield. At the time kite shield was the strongest shield in the game. When wielded it increased your physical and elemental resistance. Now with weapons such as the GS, GA, GH, and Spear, you’re still able to roll around doing summer saults while the weapon bends like a rubber-band on your back. This action alone just looks silly and unrealistic. Now before anyone starts saying stuff like “this is a fantasy game not real life” or any comments pertaining to not being realistic, let me ask you this. How is it fair that the shield has to be treated as such with weight, potentially changing your weight class, but weapons of great size does not? You can’t have it one way but not the other and call it fair. By adding weight across the board, this locks down how weapons are simulated in a realistic or fantasy setting. You’d be able to use any 1 handed weapon, minus the shield, and still be able to obtain light weight with your full kit. By equipping a 2 Handed weapon this will automatically put you at Medium weight class even if you are wearing all light armor. This will also combat the endless rolling around that everyone runs, with these huge weapons on their back, which just looks silly. This would also make the weapon more true to how the weapon should of originally been used. You would really have to strategize when it comes to open world combat and taking forts now as well. Changes like this, to the weapons, would make them all equally important.
*Total weight class could be adjusted by crafting. I will touch on this later in the Gathering/Refining/Crafting section.
Stagger is a major combat mechanic that should of never been taken out. Before, it was abused on how they had it set up for light weapons. Hatchet, for example, had no cool down in its light attack combo animation. This caused a player (once caught in a stagger), to be stagger locked, especially when attacked by multiple people. As mentioned above in the text, with the implementation of it back on the last hit of a light combo, or a heavy charged attack of a 2 hand weapon, this would greatly increase the fluidity of melee combat. Also to note, stagger would be treated as any CC would with diminishing returns. After 2 staggers in a row you’d be able to have a free dodge to get away.
The only thing that comes to mind that needs to be removed from wars is the Haste potion. There have been many times that I’ve seen a company over rotate and pop a haste potion to make everything ok. In a war situation, if one teams strategy messes up, or groups out of position, you shouldn’t be able to pop a potion and simply reset and make everything ok. There needs to be consequence for messing up. Also, to combat shell companies from always covering you whenever there is a war, there should be a minimum of 35 of your own company members defending your own city. If you can’t put up 75% of the fighting force, you don’t deserve to own a city or get its benefits on the backs of other shell companies. I’m also looking forward to seeing how the siege weapons will be addressed due to the lack of not even needing them at all.
This function needs removed entirely. You’re either good at the game when it comes to combat or you’re not. This game needs to get rid of its ideals of catering to everyone. The whole ideal of being able to do so is just a joke and will never be attainable due to everyone’s different personal preferences. At this time, you can be almost 3m outside of the enemy’s hit box and are able to still hit them when attacking. There is no skill when it comes to this. Just like tab targeting games, there is no skill when the game does it all for you. If you truly want a skilled action combat game, homing has to 1000% be removed from this game.
People are still waiting on the promised ranked arenas. I’ve seen this topic multiple times posted on the forms, but there has been no answer from the Devs on when this mode is coming. I’m not going to waste time diving into this topic much, but the sooner this comes out the better. PvPers are just dying for this to come out and the longer they’re going to have to wait, the more of them your going to lose. Cross server queues also need to be considered.
Link to separate post : Gathering/Refining/Crafting changes for the better
This area is amongst one of the most asked about for changes since the beginning. This section is missing some base fundamentals that almost all MMOs have addressed to make their games better. The change this game needs is the player(s) should only be able to master 1 of the Gathering skills, 1 of the Refining skills and 2 of the Crafting skills. This would make the crafting side more important due to players now having to really rely on one another (As a MMORPG should). The Auction House, because of this and other changes that I will mention below, will better regulate gold movement and price fluctuations. With all the specializations, after the change, there should be unique quests that grow along with you as you progress in leveling. The quests could also reward with charms and such for making items. You could even utilize the proficiency system to lock in all perks except for the 4th one at certain levels. The 4th will always be left up to RNG on legendary items, but for as long it takes to get materials for make an item, RNG at this point is wasting players time. This makes crafting subpar and no one likes doing it.
With gathering, a player should only be able to completely master one of these skills. This will help with all things related into the crafting side of things and price fluctuations. Having to rely on people is a normal fundamental in any MMORPG. You play an MMO for the aspect of playing with others and helping each other out. Currently by being able to master every skill in the game, you take out the purpose of why this game is an MMO on the crafting side completely. If you want it to be treated as such, then the game should have been made as another solo game. Now as for the other skills in the gathering section, you will still be able to level them up to an extent (Probably to the level of resource detection). To further clarify, if I’m leveling woodcutting, I can fully level it to 200+. The rest of the skills you can only level to the detection level, example : level 50 in any other of the gathering skills. If at anytime you would want to trade your selected skill of choice, this would cost a reset item in game and you would have to level up from the beginning. So make your choice wisely if you don’t want to reset.
Same concept as Gathering. You’ll be able to pick one thing to master along with only being able to level up the other skills to level 50. The reset option will be the same as well.
You will be able to master 2 crafting skills. This will also have a reset option. These Crafting skills will have a quest line attached to each one of them as you progress your way to becoming a Master Crafter of your profession.
***Side note: With the release of ultimate skills and runes needed to be made in order to craft them, I will touch back on this subject again later. I want to see if they stick with how runes will be made, or if they make a Runecrafting Refining and Crafting section all to itself.
Link to separate post : Mercenary Faction to make things interesting
This section I think would be a fun twist if added. While keeping the original factions, a faction for Mercenaries (Blue Color) would be a nice implementation to the game. How the Mercenary faction would work is as such:
*This faction cannot own a territory.
*The base location is located in Great Cleave with smaller locations throughout the map.(Must have a key to get in)
*When joining the Mercenary faction, you will be flagged for PvP ALL the time.
*Faction rep is earned through “Bounties” which is not limited to defeating members of your own faction.
*You cannot PvP members in your own Company
*When killing any player of any faction, you will gain gold based on how may kills they have before they were defeated. To keep this action from being abused, after killing the named person, they will have a 48hr cool down before you can get gold from them after killing them again.
*Mercenary Faction shop will have equipment relevant to having the PvP only perks and can only be worn while in the Mercenary Faction.
*Faction colors are Black and Silver.
*Mercenaries will also (for fun) have a ranking system on who is the best Bounty Hunter. Only kills in the open world will affect this score.
*Later on, I may implement a way to put a bounty on a person. (I’m doing more research on how to do this without making it game breaking).
Other Notes on Factions
This addition would not only add more of a PvP aspect to the factions, but also allow the ones who are more PvE focused to have zone ownership. Now I’m stating this as my opinion. I see the other factions as more PvE focused, but I’m not saying they aren’t good for PvP. Having town ownership brings in a ton of gold at the moment. They are also more focused around protecting owned territories from Invasions. They could be considered PvX factions. What the game doesn’t have is a position for companies who prefer just the PvP. This Mercenary faction will create a mechanic for those who only want PvP.
If you’ve read this far, I really want to thank you for doing so. These are just my opinions. I understand they won’t suit everyone, but I’m sure there are some things within this text that may be appealing to everyone. I really want to see this game continue to succeed, but it won’t continue to change for the better without the players/testers input. Thank you again and please feel free to ask questions about any of the above. I didn’t want to dive too far in as things are still changing in the PTR. I’m currently half way done with a Weapons Update. This will underline balance issues that I think will need to be addressed to make the system more fun for all. Again, thank you and I will see yall in Aeternum.