What re thinking needs to be done here?
Greataxe/hammers goes back to dropping IG literally no time lost there at all.
Rapier/Life staff would need to equip what 2-3 more pieces dex or eat some dex food to unlock that perk
or go back to void gauntlet as their secondary, which up until bugs and other issues came with it, was actually seeing a lot of play.
I see your point in making it irrelevant for some builds, but really who is decked out in BiS other than healers where that might be an inconvenience.
Everyone using GA/IG or musket IG already has the stat spread in place to be effective. 300 dex 150 int or 150 dex, 300 int for muskets.
GA/IG uses 300 str anyways to be meta for PvP.
Lack of support weapons does not mean that classes who actually want to use weapons for their intended purpose need to suffer because healers or other classes want the utility.
This same issue happened in this game prior stat scaling and the argument was the same thing, a classeless system.
The issue this created was that everyone could equip a life staff, and basically used it as their secondary or third weapon when you could equip three weapons and it was bullshit as everyone could do everything and there was no group synergy or role in a holy trinity MMORPG.
When weapons went down from 3 to 2, people cried but it was necessary to create a healthy holy trinity system.
People also cried when attribute scaling and attribute perks were added to the game, when prior you had âstatsâ but it was an illusion - weapon damage scaled primarily off of gear score hence why anyone could equip a life staff and become a proficient healer, thereby creating the one size fits all class
sword and board, life staff, and fire staff.
Good melee survivability, coupled with good healing and good AoE burst.
At the time fire staff was the great axe of current game time, and meteor shower did far more burst and 5 man teams were essentially group wipe insta wipes with a far more oppressive AoE than gravity well.
Anyone could also pick up a fire staff and essentially 2 shot or do competitive enough damage it was insane honestly, and yet there were still people arguing that this is how the game had to be
#classeless system
So people who want to just be a mage
or just be a rogue
or just be a tank
or just a barbarian
or any other form of DnD archetype
need to have the whole game balanced around people who want to achieve hybrid builds
Go for the hybrid builds but there should be some form of trade off, or investment required if the stat scaling is not intended between the weapons
some might argue the trade off is the damage in not being able to do damage with that other weapon - but in the instances of utility - but now for the true archetype that weapon is intended for aka a dex player needing that rapier to be competitive or a mage that needs that ice shower to be competitive is nerfed.
hence the see saw begins , builds become unfun, or nerfed to the point they suck and everyone jumps to the new meta AoE burst build.
the devs need to take a page out of dota 2âs book or team fight tactics - everyone feeling powerful is better than a see saw balancing meta.
but how do you keep the almighty healer in check?
The true 1vX solo god build which void gauntlet does serve a purpose in countering (but has since basically just been a glorified puddle dropper now as void blade has no GRIT and cannot trade effectively in melee, and root was watered downed and nerfed further into pun not intended âoblivionâ in what now plauged perks and grenade passives do far better in war meta) or requiring healers who want to be effective in dealing damage but also have that healing ability - some serious thought into build dynamics to be competitive in PvP.
or an exclusion can be made for healers to not require as heavy point distribution ?