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How To Balance Melee Weapons / Suggestions + Discussion


Voidflow
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"not another melee balance topic".

 

Yes I know, but I thought a compilation of all suggestions in one topic would be probably better for developers. 

Post your ideas or copy paste them from past topics here. Also ideas about special weapons such as Kestrel, Glaive and Bo would be nice to have here.

 

So post, discuss and let us hope that developers will take a deeper look into melee balance!

 

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I had no particular ideas. However, after playing with swords I tried to extract and a bit modify some trends from RL.

So I ended with kind of trends roadmap for daggers, swords and heavy weapons. 

(Legend: good > average > bad, fast > slow, high > average > low etc.)

 

Stealth bonus damage:

dagger > daggers > long swords > dual swords >  heavy

 

Crit chance:

dagger > daggers > long swords > dual swords > heavy

 

Hit frequency (firerate):

dagger > daggers > dual swords > long swords > heavy

 

Charge time:

dagger + daggers >  long swords > dual swords > heavy

 

Charge damage:

Heavy > long swords > dual swords > daggers > dagger 

 

Range:

Heavy > long swords > dual swords > daggers > dagger 

 

Number of enemies can be hit:

Heavy (5) > dual swords (3-5) > long swords (1-3) > daggers (2) > dagger (1) 

 

Movement during melee attacks (non-linear difference):

dagger > daggers >  long swords > dual swords > heavy

 

Knock-back radius and AoE damage:

Heavy > dual swords > long swords > daggers > dagger

Edited by Voidflow
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  • 1 month later...

Non-charged attacks need to be improved, to be on pair with charge damage output. 

 

Pressure Point: More bonus damage per rank (X % / rank )

 

New rare mod:

 

Wide Strike (rare):

3 Ranks (Costs: 6 / 7 / 8 / 9)

- increases reach (10 % / rank)

- increases chance to hit additional enemy (50% / rank), after 100 % a chance for another enemy

Edited by Voidflow
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