Adding specific use to various weapon types
Posted: Mon Jul 24, 2017 11:23 am
I had a nice introduction text but I accidentally scratched it
We were thinking on ways to make 1H vs 2H and Single vs Dual wield more useful and interesting in the game. This can help make more interesting builds, have more motivation to look for different weapon types, more areas, and even have more uses for embers (as we would have them on more weapons).
- 1H Sword: Parry
- 2H Sword: Parry and AOE
- 1H Axe: DoT
- 2H Axe: DoT and AOE
- Dual Sword: Extra Parry and a chance of connecting a double hit
- Dual Axe: Extra DoT and a chance of connecting a double hit
- 1H staff (Mage using classes): As it is now, perhaps nerf damage a bit and implement the use of shields/light shields for more survivability
- 2H staff: As it is now, or perhaps boost damage a bit, or perhaps boost the effects of embers
Blunt weapons can be separated into claws and hammers, which can have specific purposes, thinking of melee oriented builds. Blunt weapon diff. can also help make different druid builds.
- Hammers: Can amplify magic damage, buffs, healing and in the case of paladins, damage absorb with protect
- Claws: I'm having a hard time thinking of something here because if I think of terms of melee improvements for druids they might be slightly OP. So perhaps we might need to think something specific for clerics and something diff. for druids. Maybe an added damage multiplier to promote battle priests? DoT could work and would make sense on a druid but a lot of other things might have to be nerfed first.
We can think of somehow adding 2H staves to monks too.
- 1H Staves: Allows for dual wield to give an extra turn
- 2H Staves: No extra turn but perhaps give them parry
I'm sure you guys can come up with something for daggers. (single vs dual wield of course, 2H daggers haha XD)
So yeah let me know what you guys think.

- 1H Sword: Parry
- 2H Sword: Parry and AOE
- 1H Axe: DoT
- 2H Axe: DoT and AOE
- Dual Sword: Extra Parry and a chance of connecting a double hit
- Dual Axe: Extra DoT and a chance of connecting a double hit
- 1H staff (Mage using classes): As it is now, perhaps nerf damage a bit and implement the use of shields/light shields for more survivability
- 2H staff: As it is now, or perhaps boost damage a bit, or perhaps boost the effects of embers
Blunt weapons can be separated into claws and hammers, which can have specific purposes, thinking of melee oriented builds. Blunt weapon diff. can also help make different druid builds.
- Hammers: Can amplify magic damage, buffs, healing and in the case of paladins, damage absorb with protect
- Claws: I'm having a hard time thinking of something here because if I think of terms of melee improvements for druids they might be slightly OP. So perhaps we might need to think something specific for clerics and something diff. for druids. Maybe an added damage multiplier to promote battle priests? DoT could work and would make sense on a druid but a lot of other things might have to be nerfed first.
We can think of somehow adding 2H staves to monks too.
- 1H Staves: Allows for dual wield to give an extra turn
- 2H Staves: No extra turn but perhaps give them parry
I'm sure you guys can come up with something for daggers. (single vs dual wield of course, 2H daggers haha XD)
So yeah let me know what you guys think.