Please read whole post before commenting as is a lot of information!
Melee Weapon Identies:
To begin I'd like to explain in my opinion the intention of each of the melee weapon types.
- Axe: Single Target, big hits. (Berserk and Crit)
- Club: Tanking (Bonus health through perseverance)
- Sword: Multiple Mobs, Balanced weapon (Parry defensive, Gouge Offensive (bleed an enemy change to next target))
Problem with Swords
- Currently only swords worth using are basically the swords containing "Swift Striker" which IMO doesn't even fit the weapon identity.
- One of the glaring issue's with Swords atm is that Gouge is trash after getting out of low levels. This could be corrected by doing 2 things to Gouge IMO which would in turn correct swords largely.
- Reducing the overall number of ticks required for Gouge to allow it to start from a higher number and feel more impactful as opposed to starting at the default 25 that you don't even notice.
- Gouge (the offensive part of swords) doesn't scale with your level, STR, Skills, etc...... which puts it MILES behind like Critting on the Axe. It being a base value that never changes is terrible once enemies start having basically any amount of health.
Proposal:
Duration: So I would propose that having gouge be changed to ticking maybe 6-8 times to wear off.
Damage: I would like to suggest having the starting damage be 10%+ of either your max possible hit or possibly 15%+ of the hit that caused the Gouge, and ticking down in intervals of the tick amount.
Examples:
Thought I would provide some number Examples to further explain the above.
All number examples will be based off of a base damage hit of 600.
Axe for Comparison:
- Base Hit 600 + 50% (crit) = 900 damage
Sword Gouge:
- (Gouge starting at 10% of base hit with 7 ticks)
Base Hit 600, (Proc Bleed) 60, 51, 43, 33, 26, 17, 9 = 839 Damage with base hit and 7 ticks of bleed / gouge. - (Gouge starting at 13% bleed but ticking only 6 times)
Base Hit 600, (Proc Bleed) 78, 65, 52, 39, 26, 13 = 873 Damage with base hit and 6 ticks of bleed / gouge.
Just a few examples, obviously they could adjust the bleed ticks and damage percentage but wanted to explain the math I am considering in the Feedback.
Balance if proposal accepted:
- Add Gouge to "The Armageddon" Demonic Faction sword.
- Remove / change Swift Striker from Swords attributes as Gouge will start providing proper damage as it's ability will scale with your Strength and Skills.
(This statement does not apply to the base property on Demonic Faction weapons, I think Swift Striker should be limited to those only) - Remove Gouge from all axes. As let's be real, atm no one using an axe actually cares that gouge is on it, critting for 700+ damage you don't care about a 25 and counting down bleed. With the suggested gouge changes keeping this on axes would make them too insane compared to other melee weapon types.
How does this make swords better?
In my opinion this will give Swords a better "identity" as how it currently stands only swords worth using have Swift Striker.
The intention would be using swords for multi pull fighting.
You'll be hitting one mob it gets the bleed ideally you switch to the next target while gouge does some work on the enemy, and with a sword having parry it seems as this is how you would want to use the weapon. You get the balance of Parry with the Offensive of a properly scaling Gouge proc.
Also as a side note this would better both one handed swords and two handed swords.
This also won't overpower Swords to replacing Axes as the power hitter weapons. Because Axes will still have Berserk to increase your base skills, as well as Axes have that chance to crit multiple times in quick succession while swords at best will be able to replace the gouge starting it over so it won't be replacing Axes by any means but yet being the more ideal selection for when hunting like 3 enemies at a time with explosions.