Geh
06-07-2019, 02:23 PM
Hi all, I'd like to share some thoughts I've had on my mind for some time now. I'd like to hear what you think of making Dual axes into a viable main weapon. I've always liked their concept, the visuals of items and skills. But you gotta admit they have no other use than a stun on switch for a 2h sword.
My argument is that two other warrior weapons have their big strengths, especially two-handed sword, while the axes are reduced to another crowd control for the main weapon. 2h has that insane dmg combined with increased crit chance, 1h has the ability to completely negate incoming damage (I'm speaking of block). Dual axes have increased attack rate (free Mangyang baloon lol), built-in Holy Word and a tad bit of physical def (still less then 1h passive). If you test axes' damage and compare it to the other warrior weapons you'll see that 1h is practically equal and 2h at least doubles it - and that's with the massive crits out of the equation. Axes' skills are also multi-hit combos, meaning no huge crit numbers.
I believe that the concept for this weapon was to make it something in between the other two, but it ended up being almost useless, with 90% of its skills completely redundant. What needs to be decided is to whether it should focus on the offensive or the defensive or maybe countering a specific mechanic that exists in the game.
Now, the idea is to make the axes into a viable main weapon without indirectly buffing the other weapons. This could be done by buffing the passives or the 70 and 80 attack skills. I realise that this server is going for the minimum changes to the original sro approach and I admire it, so these could be some minor buffs to the already existing values.
My ideas are:
- Increase the numbers of passive phy defense and/or add mag defense value to this passive,
- Rework phy defense passive into a small dmg absorption,
- Change the flat attack rating value to % value,
- Increase the dmg (%) values of Deadly Counter and Crutial Rush skills (and their low level versions). I especially emphasize this one because it's hard to believe that 1h and axes having equal dps was intended.
More extreme ideas:
- Rework attack rating passive into weapon blocking ratio passive - the one decreasing enemy's BR. This could be the mechanic the axes would counter,
- Rework one of the passives into some HP increase passive, buffing survivability against both mag and phy dmg.
What I'd consider a bad idea is giving the attack skills a chance to apply any debuff, since it could be utilised through weapon switch.
Side note - Axis Quiver skill is f-ing useless, it practically never stuns more than 1 out of 4 targets. :P You might consider buffing it too.
Thanks for reading through this wall of text. I just think it would be really awesome if some minor changes could introduce a brand new, viable build into the game. Let me know what you think about all this and feel free to give your own ideas.
My argument is that two other warrior weapons have their big strengths, especially two-handed sword, while the axes are reduced to another crowd control for the main weapon. 2h has that insane dmg combined with increased crit chance, 1h has the ability to completely negate incoming damage (I'm speaking of block). Dual axes have increased attack rate (free Mangyang baloon lol), built-in Holy Word and a tad bit of physical def (still less then 1h passive). If you test axes' damage and compare it to the other warrior weapons you'll see that 1h is practically equal and 2h at least doubles it - and that's with the massive crits out of the equation. Axes' skills are also multi-hit combos, meaning no huge crit numbers.
I believe that the concept for this weapon was to make it something in between the other two, but it ended up being almost useless, with 90% of its skills completely redundant. What needs to be decided is to whether it should focus on the offensive or the defensive or maybe countering a specific mechanic that exists in the game.
Now, the idea is to make the axes into a viable main weapon without indirectly buffing the other weapons. This could be done by buffing the passives or the 70 and 80 attack skills. I realise that this server is going for the minimum changes to the original sro approach and I admire it, so these could be some minor buffs to the already existing values.
My ideas are:
- Increase the numbers of passive phy defense and/or add mag defense value to this passive,
- Rework phy defense passive into a small dmg absorption,
- Change the flat attack rating value to % value,
- Increase the dmg (%) values of Deadly Counter and Crutial Rush skills (and their low level versions). I especially emphasize this one because it's hard to believe that 1h and axes having equal dps was intended.
More extreme ideas:
- Rework attack rating passive into weapon blocking ratio passive - the one decreasing enemy's BR. This could be the mechanic the axes would counter,
- Rework one of the passives into some HP increase passive, buffing survivability against both mag and phy dmg.
What I'd consider a bad idea is giving the attack skills a chance to apply any debuff, since it could be utilised through weapon switch.
Side note - Axis Quiver skill is f-ing useless, it practically never stuns more than 1 out of 4 targets. :P You might consider buffing it too.
Thanks for reading through this wall of text. I just think it would be really awesome if some minor changes could introduce a brand new, viable build into the game. Let me know what you think about all this and feel free to give your own ideas.