nerf or not a nerf, I don’t think I agree with this ‘shadow change’ if nothing persists through wep swapping then why even use 2 weps if I can’t combo them? Just IMO seems pointless with a dual wep system and I find it hard trying to figure out what AGS is “aiming” for… like they want a 1 wep system but too late to go redo it, so they’re trying to manually halt the dual wep system?
Is the 5sec cooldown for wep swapping back now too? It was awful but I wouldn’t be surprised…
all the ones that grant fortify when you use an ability. As long as the ability that gives fortify aren’t being granted it from an armor or weapon perk, it will persist through a weapon swap. However, empowerments do not. The consistency in this game is mind boggling.
It’s clear as day they have shady developers with poor forethought and poor game visualization.
They’ve been goofing up combat since launch of the game. Systematically making melee more and more over tuned , over powered , and too much damage to melee. Now we have a game state where FULL HEAVY TANKS can hit 5-7k hits with a warhammer. No mage is even capable of hitting this sort of damage numbers in ANY WAY. So now you can see why and how the game broken and blatant favoritism towards melee and bow players.
This brimstone update is going to make everything even worse in the game. The idea of removing buffs between weapon swaps probably stemmed from them trying to nerf mage in another fashion. They are actively smearing mages into the ground with each and every update.
My first FPS RPG took me ten years to develop and it was a total conversion (CS was a total conversion of half-life, for reference) and there were a lot of stumbles while learning.
No difference here, except they have a hierarchy of bureaucracy to go through if they want to do anything. I had no one to report to and still made mistakes. RPGs aren’t easy to develop. They’re highly-complex.
All this hate and attacking the devs, armchair game designers need to take a break.
I don’t mind the ending of perks on switch. I do mind that they reduced keen speed to 5 secs. Keen speed is not even close to over powered especially if it ends on weapon swap. It’s a tool that you have to give up damage to add speed. It’s a give and take. Now it’s all about damage. Build options are key to my enjoyment. I have so many 625 BiS weapons with damage and 1 with keen speed. I enjoy both as they give to different play styles. Nerfing things that allow for this, just confuses me. So many things in this game are clearly OP. Keen speed is not one of them.
People don’t mind losing buffs on switch. The ONLY thing we ask is CONSISTENCY. Either they ALL go away or they all stick. Now they swapped some forti perks and empower passive but some passive perk still persist through switch. ONE WORD : CONSISTENCY
I really don’t understand why people expect keenly buffs stay on player who casts it after swapping weapon. It should have worked like that since beginning and what players used to build was an abusement in my opinion which i don’t want to consider while i was theorycrafting but ended up to have to consider. I could say that for fortified buffs as well. Like How can you be fortified with a bow in hand just because you were holding SnS 2 sec before ? It is neither even consistent with reality nor the game itself as how is worded and implemented. It stays on the weapon and how the player can access that while it is not used.
I don’t also like the idea that main stats are adding the stat permanently if they are equipped. They need to be like how Shield is in my opinion.
This game is lack of combined weapon skill tree which can be only used if combined respective weapons are equipped like Blunderbuss/SnS or Lifestaff/Ice Gauntlet etc.
You can give them a Mastery name like Specializations in any game and give a single weapon trait for respective weapons. these keenly like traits may place those slots so it will keep consistency and kills all the confusion like "this trait passes after weapon swap but this one isn’t although their keyword names are the same, what the hell ? "
So the idea is a Mastery Tree/Specialization with bunch of passives or maybe even an active like;
Hatchet/Great Axe - Executioner - 3 passives (maybe an active)
Spear/Sword and Shield - Hoplite - 3 passives (maybe an active)
Rapier/Ice Gauntlet - Cryosword - 3 passives (maybe an active)
etc.
etc.(add all combinations of 2 weapons here with your imagination)
so there is consistency and diversity at the same time with allowing a room for all of those keenly weapon traits to work correctly without issues.
Whats the point of having 2 weapons if buffs and debuffs dont carry over?
Sure if its op i agree but what the hell?
Am i just suppoused to spam LA’s and HA’s all the time?
Whats the point of 80% of perks if they only work for 5 seconds that you spend on 1 bar?
By far dumbest change ive seen.
Might as well call it quits,sigh.
I already gave a suggestion for those carry overs in another aspect like specialization so it makes the 2 weapon system consistent more and more balanced for how some trait becomes overpowered in some combination and useless for another one which prevents the need of nerfs to adressed weapon.
And it is not valid for debuffs which you are leaving it on the target so you can stab someone with a knife to bleed then put that knife to your pocket and hammer it down while he is bleeding right ? but can’t defend yourself with a Shield while you are holding a stave with both of your hands too right ? Simple as that.
Also having 2 weapons is mostly for synergy, to not be hard countered by a content or an opponent player etc. Like for example a mob with Thrust resistance but slash weakness so you have your Spear and your Hatchet for efficiency etc. Also another example your weapon is hard countered by a build of your opponent so you change it to runaway or stop your opponent countering you. It is not just carrying over buffs.
Not carrying over debuffs is not a thing already. If one of your weapon leaves a Bleed damage with Keenly Jagged for 10 seconds to enemy it doesn’t remove those bleed when you changed your weapon.
If weapon talents isn’t carried over like how Hatchet’s Against All Odds or Relentless Fury isn’t carried over, Keenly Empowered isn’t carried over as well if it is on the Hatchet because it is for that weapon. If one can be carried over and the other not, it is simply an example of inconsistency in the system.
What it is needed to do is equalizing them on paper. Either both should be carried over or they both shouldn’t. I prefer both can’t be carried over, you prefer vice versa it seems. But in my opinion you can’t make weapon talents to be carried over because it rises the power level a lot. Probably Devs thought so because they changed it like this.
Specialization suggestion was an alternate way of carried over buffs in my opinion tho which I’d like to see most but never be there probably.
Yeah because what this game needs is yet another convoluted system why not, also if you stab something it bleeds because its an open wound.
It doesnt magically dissapear when you put the dagger away.
Whats the point of having 2 weapons if buffs and debuffs dont carry over?
lol, it was you talking about debuffs not me.
It doesnt magically dissapear when you put the dagger away.
It is valid for example Ice Gauntlet’s slow as well not only for physical wound, same for rend, burn etc. etc. They aren’t magically disappear from your target aswell. Debuffs should be carried over while buffs are not. It is about source of that buff tho. Getting buff from another source like your healer, meal etc. should stay being carried over of course.
Edit:
Yeah because what this game needs is yet another convoluted system
Convoluted ? It is really hard to understand unlockable 3 passives and an active skill for weapon combinations ? or should i ask are you that lazy to read 3 passive talent and a skill that is unlocked when you equip two different weapons ? Hell, you are not even doing that, you guys are simply copy-pasting builds around meta, learning them and their rotations from a video and don’t even know which talents/passives you are using so why don’t you let your big brothers learn it for you to copy-paste it ?
Change is hard huh?… I like all the changes the dev team have made. As far as the weapon swapping cancelling out certain perks, this was always meant to be the case and is a fix in this upcoming patch. They currently cancel out when swapping if the perk is on the weapon itself but not if the perk is on armour. People knew this and were exploiting. There’s no argument here… the devs are doing the right thing and removing an exploit.