#Problems about weapons

1 messages · Page 1 of 1 (latest)

ember sand
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Like everything else, I don’t know if Digital Extremes has larger plans for weapons that could change my opinion later, but based on what we currently have, this is how I feel about the weapon system.

Looking at base damage, charged damage, virtue requirements, attunement and smite chance, the differences between weapons of the same type are generally very small. Right now, most weapons within the same category feel too close to one another.

Virtue requirements are not necessarily a problem. In fact, reaching a point where all requirements are fulfilled can feel like a reward for mastering many weapons, allowing players to freely choose what they want to use. However, this is also where another issue becomes more visible.

Once those constraints are gone, most weapons of the same type end up feeling nearly identical in performance. Attunement also loses impact over time, since many builds will naturally reach the 1.5x bonus damage cap in late game regardless of the weapon’s pip distribution. Combined with very small differences in base damage and low variation in smite chance, this creates a strong convergence between weapons.

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At that point, the main difference between weapons often becomes their appearance rather than their gameplay, also making the transmogrification useless.

A few weapons already stand out. Rostrum, Clivers and Avex feel distinct. Nurash is also a good example because its light combo is different. But outside of a few exceptions, many weapons of the same type have similar stats, movesets, timing and combat roles.

That means even when numbers change slightly, the actual way you play often does not.

Weapons do not necessarily need huge stat gaps, but they should create meaningful choices. Right now, there are not enough trade-offs between them. There is not enough of that feeling of choosing between a weapon or another one.

Damage types are not done yet but to add to this identity of some weapons, weapons like Igne Mora or Basker’s Wrest could deal partial fire damage. Even small additions like that would help give them a clearer identity.

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Some weapons type could have a bit more options, for exemple:

-Shields could be attached to short or long swords instead of being a separate weapon category, being faster for short ones and stronger for long ones,the totems of the shield could be split into one defensive slot and one utility slot.
-For dual short blades, only one blade could be thrown, leaving the second usable in hand, similar to a Grinn.

-Flyblades and magic wrist could be used for melee while blocking, and thrown precisely when using heavy attacks while blocking, while still being thrown and orbiting the player when not blocking like right now.
-should make other weapons less enjoyable tho.

Expanding how weapons function mechanically would significantly increase gameplay depth and make loadouts feel more distinct.

Totems feel more limited. Personally, I tend to use the same few.

Overall, my main concern is that weapons look the same in gameplay and skin.

Once progression removes constraints, weapons of the same type tend to converge in performance, and without stronger mechanical identity, they risk becoming interchangeable — especially with transmogrification when weapons with real identity will be added.

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