takamorisan Posted November 29, 2017 Posted November 29, 2017 (edited) I think the solution would be changing skill behavior based on the weapon itself instead of having a single behavior, the issue is having to do a new formula for each style of two handed, dual wield, one handed and ranged weapons. Edited November 29, 2017 by takamorisan
dunehunter Posted November 29, 2017 Posted November 29, 2017 On a secondary thought, I think one of the advantage of dual wielding fast weapon is, you can have faster responding to the event in the battle field thanks to the faster recovery time. So Imagining you spot an enemy wizard try to cast a devastating spell, a two-handed character may still in his long recovery loop so he cannot interrupt the wizard. But a fast weapon dual wielder can, and interrupt twice because of dual wielding. Yeah for this reason I often like to use fast weapons on any character with the ability to react to various situations. Priests for example have a .5 second cast speed heal, but if you're stuck in a 5 second recovery because you were using a 2 hander with armor equipped, the dude you wanted to heal is probably dead by the time you cast the heal. But if you were using a pair of wands instead the heal will go off almost instantly. Any kind of disrupters will probably be better off with 2 average speed weapons than they would be with a single two hander as well. For a lot of builds it might not matter at all though, just something extra to keep in mind when you're picking weapons for your characters. Maybe we will see an interrupt build with two fast weapon?
dunehunter Posted December 2, 2017 Posted December 2, 2017 Maybe a easier way to fix fast weapon on backstab, is to give fast weapon some extra bonus when doing backstab? For example, dagger got +100% damage when backstab, club got +stun when backstab.
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