View Full Version : Will We Ever See New Weapon Types?
Akisohida
09-10-2020, 03:06 PM
I mean, I'd love to play a dude using a spear/halberd/polearm of ANY kind.
Or adding whips into the game: They do more damage the closer the enemy is to the tip (5 feet away), and enhance trip attacks..
Or even just PLEASE over haul the combat animations for 1-handed weapons? It always throws me when my characters stab with a mace or sickle.
droid327
09-10-2020, 03:18 PM
The problem with entire new weapon types is that you'd have to add a complete set of 1-30 options for them. You'd have to fill in all the "pick-em" weapons like Barovian, Keep, etc. You'd have to add various named options at all levels. And not just one option every couple levels, you'd have to have an actual selection. You'd have to go back and add them into some older content too, because otherwise you're locking those builds into just whatever packs came out after you added the new weapon type. And then what do you take out to add in the new ones?
It was hard enough with things like when Inqui was added, introducing enough useful named xbows at all levels to support an xbow tree, and those already existed. I dont think we'll see a wholly new weapon type, unless its just a variation on existing weapons like Spears that count as Qstaves. I dont see why, e.g., Halberds couldnt just be Greataxes coded with Piercing damage.
Whips probably arent going to happen though, except as special attacks like SDK chain whip.
Silverleafeon
09-10-2020, 03:20 PM
Frying pans!
Who knew?
SpartanKiller13
09-10-2020, 04:10 PM
The problem with entire new weapon types is that you'd have to add a complete set of 1-30 options for them
Meh, just make a 2-hand pick (or like a Lucern Hammer?) and assume nobody will use it like the existing ones so there'll be time to add them to future drops :)
Chacka_DDO
09-10-2020, 04:15 PM
The problem with entire new weapon types is that you'd have to add a complete set of 1-30 options for them. You'd have to fill in all the "pick-em" weapons like Barovian, Keep, etc. You'd have to add various named options at all levels. And not just one option every couple levels, you'd have to have an actual selection. You'd have to go back and add them into some older content too, because otherwise you're locking those builds into just whatever packs came out after you added the new weapon type. And then what do you take out to add in the new ones?
It was hard enough with things like when Inqui was added, introducing enough useful named xbows at all levels to support an xbow tree, and those already existed. I dont think we'll see a wholly new weapon type, unless its just a variation on existing weapons like Spears that count as Qstaves. I dont see why, e.g., Halberds couldnt just be Greataxes coded with Piercing damage.
Whips probably arent going to happen though, except as special attacks like SDK chain whip.
I have the feeling I need to make you aware that it is not a precondition for a new kind of weapon that you have to add everywhere in DDO this new kind of weapon (e.g. thunderholm crafting system etc.).
Yes, it would be nice but it's already enough if you introduce a new kind of weapon and only add them to the random loot and in all-new quests and/or all quests you might overhaul at one point.
In general, I see the potential for the current DDO to still grow and improve around weapons.
Sure we cannot easily have a new graphic engine but the optical appearance can improve a lot in the existing DDO with nice animations.
Foremost I would like to see different animations for different weapon types, like a three Musketeer like style for rapiers...
I would even gladly pay a reasonable amount of money for new animations...
A good example is a Vistani style for daggers, I like that a LOT and would like to see this even independent from an enhancement tree.
Of course, more new weapons would be also in general good but I would more like to see the existing weapons worked out better.
Like I dont see a reason for light crossbows, they are just weaker than heavy crossbows, it would make some sense if light crossbows do less damage but fire faster but this is currently not the case afaik.
FlavoredSoul
09-10-2020, 04:43 PM
It would be way too much effort to introduce entirely new weapon types.
more weapon variations based on existing types would be cool though (like the spears that are actually just Qstaves with piercing damage), I'd like to see adding in polearm's that used greataxe or maul proficiency & animations but do piercing damage, even if just as a few named items here and there (though adding them as a option to random loot would be super neat.)
Lynnabel
09-10-2020, 04:59 PM
The problem with entire new weapon types is that you'd have to add a complete set of 1-30 options for them.
Adding all of that would be trivial compared to the art and animation time required to add something entirely new.
Akisohida
09-10-2020, 05:05 PM
Adding all of that would be trivial compared to the art and animation time required to add something entirely new.
True.
Granted, I'd rather have QoL changes, like updating 1-handed animations.
Or coding Hirelings/Pets to avoid visible traps & damaging floors (like lava). Granted, I don't know how spaghetti the code is for hirelings/pets after 14 years.
(Also, I am getting VERY irritated at having to try posting multiple times because I'm signed out 20 seconds after signing in!)
FlavoredSoul
09-10-2020, 05:17 PM
Adding all of that would be trivial compared to the art and animation time required to add something entirely new.
Could we instead get some more piercing two handed weapons, like how a few quarterstaves are "spears" in that they do piercing but otherwise are Qstaves.
A named item or 4 that was just a 2handed pickaxe or Lucern style Axe that used Greataxe/Maul animations would be nice.
Maybe in feywild?
Satyriasys
09-10-2020, 05:20 PM
Piercing animations are badly needed
Question2005
09-10-2020, 05:31 PM
The problem with DDO power creep is that you cant just add new weapon types, you need to make sure classes, enhancement trees and EDs can support them too. Then you have to add weapons for 30 levels to support it (especially at cap). Thats a lot of work.
We already have plenty of weapons that nobody uses it due to a lack of enhancement support or because of bad balancing.
Bastard swords/Dwarven axes for example, total junk unless you are playing a tank and using one to debuff a boss.
Bows, one of the major weapon types and the ranged option for rangers, have had a broken animation for who knows how long. Since the start of DDO maybe?
Vanguard shield bashes are still pointless. Slow, weak, animation cap issues, etc.
The THF meta has also made virutally every other melee combat style pointless.
Repeater crossbows are pointless past level 12 because other crossbows get +30% ranged alacrity while repeaters are still hampered by a long reload animation. Especially useless now that inquis exists.
Great crossbows are obsolete now that inquis is a thing.
Quarterstaves? Useless till thief-acrobat/henshin gets fixed.
Melkazar
09-10-2020, 05:40 PM
I would like to see an honest-to-goodness thrown spear. I do realize the animations required but the hobgoblins are throwing them at us and returning weapons are a thing so...
Memnir
09-10-2020, 07:25 PM
Given that pole arms have been a steady request since before the game even launched - I'm not hopeful.
droid327
09-10-2020, 08:13 PM
Adding all of that would be trivial compared to the art and animation time required to add something entirely new.
Heh I almost included that in my post but I figured that might be overkill...
But yeah I imagine every new animation set or weapon model would mean additional work every time they added in or made changes to attack animations, making sure they fix all the clipping issues, floating geometries, making sure that all the events are hooked properly to the animation sequences, making sure it works properly for every race/sex combination, etc.
Just look at how often things slip through with the existing attack animations. Things on the last Lama build were unpolished, gives you an idea what kind of work goes in to adding even just a few new weapons. Or look at how the THF update initially broke the event hooks for certain damage packets...look at how Qstaff animations are STILL waiting to get the speed boost that came with the THF overhaul but wasnt applied to them...
Arkat
09-10-2020, 10:28 PM
'nuff said.
Nandos
09-10-2020, 11:41 PM
The game is missing a melee two-handed piercing type. The two-handed pick seems like the easiest new type of weapon to add. We already have one-handed picks, so there should be some art assets in the game. You fight using the same motions as two-handed axes. So combine the animations of two-handed axes but with a large pick on the end instead of an axe and you have the two-handed pick.
AlsoWondering
09-11-2020, 12:24 AM
Frying pans!
Who knew?
My daughter had a D&D character who had a special frying pan for attacking with.
Considering they managed to revamp the animation for 2handed weapons on a "random" patch, I'd expect them to be able to introduce a new weapon type with animations to match in a bigger patch. It's just that they somehow seem to prioritize caster classes and adding a fkton of new spells over a new martial class/pre.
The game would benefit greatly (imo) with a new martial class (e.g. weapon master) and at the same time introducing a new weapon type. Both Alch and warlock were bad classes from a build diversity standpoint. Neither are good for multiclass, deep or splash, and they only (more or less) function under 1-2 builds. So all that dev time for 1-2 builds. Compared to druids or monk which made *drastic* changes to how everyone built their characters.
DDO is (or was) all about multiclassing and build choices. They should play to that strength. And at the same time (as I said above) take the time to introduce a new (or more) weapon types to fit the theme of that patch.
karatemack
09-11-2020, 08:33 AM
The problem with entire new weapon types is that you'd have to add a complete set of 1-30 options for them. You'd have to fill in all the "pick-em" weapons like Barovian, Keep, etc. You'd have to add various named options at all levels. And not just one option every couple levels, you'd have to have an actual selection. You'd have to go back and add them into some older content too, because otherwise you're locking those builds into just whatever packs came out after you added the new weapon type. And then what do you take out to add in the new ones?
It was hard enough with things like when Inqui was added, introducing enough useful named xbows at all levels to support an xbow tree, and those already existed. I dont think we'll see a wholly new weapon type, unless its just a variation on existing weapons like Spears that count as Qstaves. I dont see why, e.g., Halberds couldnt just be Greataxes coded with Piercing damage.
Whips probably arent going to happen though, except as special attacks like SDK chain whip.
Something being a lot of work, and something being not worth the time are two different things.
Personally, I support ideas like this one. DDO could use a lot more time focused on fleshing outwards vs upwards. Rune arms were a great addition to the game. More of this please.
Adding all of that would be trivial compared to the art and animation time required to add something entirely new.
Is it akin to the amount of art and animation required for a new race? Just curious if it is more/less or about the same.
FuzzyDuck81
09-11-2020, 12:34 PM
Adding all of that would be trivial compared to the art and animation time required to add something entirely new.
Looks over at vistani, dragonborn, tiefling tails, cloaks, shifter, 2hf animation set & aasimar's unique animations, then looks again at Lynnabel's wording.
Cool :)
Stravix
09-11-2020, 12:45 PM
I mean, I'd love to play a dude using a spear/halberd/polearm of ANY kind.
Or adding whips into the game: They do more damage the closer the enemy is to the tip (5 feet away), and enhance trip attacks..
Or even just PLEASE over haul the combat animations for 1-handed weapons? It always throws me when my characters stab with a mace or sickle.
Having spears drop in random loot form would be kinda cool, but would make QStaves kinda worthless. In case you didn't know, there are multiple named staves that are actually spears, and as such have the 3x crit multi on them that spears would.
EDIT: Apparently I am bad at remembering things and spears are x2, not x3. My bad.
Jerevth
09-11-2020, 02:15 PM
I'd like Matrix animations but that's just calling lag a "feature".
Spears would be the next great thing.
"Improvised" weapons would be fun- Make those "proof" requirements for baby devs as part of their process of training. (Kettles, frying pans, dragon's tooth, a shoe...)
Stage two would be letting them work out a legitimate weapon mechanic for polearms, spears, fuzzy handcuffs, etc.
droid327
09-11-2020, 03:15 PM
Having spears drop in random loot form would be kinda cool, but would make QStaves kinda worthless. In case you didn't know, there are multiple named staves that are actually spears, and as such have the 3x crit multi on them that spears would.
Why? First off, random loot qstaves are already pretty worthless because named ones with expanded crit are what every qstaff user will use from like L8 on. Also, the two spears we have seen are both /x2...though Sireth is 16-20 and Mournlands will be 20 (but Keen), so who knows what a "base" crit range would be for a lootgen Spear. But, say, a 19-20/x2 Spear profile wouldnt invalidate things like Bloom. Also, there's situations you'd still want Bludgeon damage or Wood weapons, and that would still call for a Qstaff.
Stravix
09-11-2020, 03:18 PM
Why? First off, random loot qstaves are already pretty worthless because named ones with expanded crit are what every qstaff user will use from like L8 on. Also, the two spears we have seen are both /x2...though Sireth is 16-20 and Mournlands will be 20 (but Keen), so who knows what a "base" crit range would be for a lootgen Spear. But, say, a 19-20/x2 Spear profile wouldnt invalidate things like Bloom. Also, there's situations you'd still want Bludgeon damage or Wood weapons, and that would still call for a Qstaff.
I am apparently really bad at remembering things. I could've sworn that the spears were x3, my bad. Also, yes, named items are gonna be better than lootgen like 99% of the time, but we already have named spears, so adding lootgen ones wouldn't bee that bad (I imagine). Also, don't forget Chieftain's spear
EDIT: Wanted to put a list of Named Spears we have at this point
Chieftain's Spear
Rahl's Might
Sireth, Spear of the Sky
Dreampiercer
combine that with Mournlands coming soon(tm) and we have a healthy (albeit small) amount of spears
Silverleafeon
09-11-2020, 07:52 PM
My daughter had a D&D character who had a special frying pan for attacking with.
+1 well spoken
Considering that Frying Pans would likely use the same animation as possibly a light/heavy mace, this is a much more realistic request for DDO than Spears (although I would love to see Spears in game, but respect the new animation for every single race would seem a mountain to climb).
Also, a Feywild expansion of a cosmetic Frying Pan weapon usable with most one handed weapons could be doable?
Might go well with that possible Unicorn Mount?
zooble
09-12-2020, 01:52 AM
Piercing animations are badly needed
Everytime I use rapiers my mind can't handle it lol
Visty
09-12-2020, 04:11 AM
lets hope not. rather get rid of some weapon types. ew already have enough weapons noone uses
Aelonwy
09-12-2020, 09:02 AM
lets hope not. rather get rid of some weapon types. ew already have enough weapons noone uses
Sort of true. It would probably have been better if we didn't have shortbows, only longbows. Although that leaves bards with prof to shortbow with one less option. Morningstars and Heavy Maces are essentially the same thing, especially since Morningstars were never given their piercing dmg flag. Why have club with scepter? One is basically the same as the other. Greatclubs look cool sometimes but don't serve much purpose in comparison to Mauls. Sometimes I think it would have been better if Kukris didn't exist but instead Kukri prof gave daggers the Slash dmg flag and increased their threat range by 1.
However, some new weapons would serve a purpose and niche not currently being filled. Spear for instance would fill a 2HF piercing weapon role. Whip (Exotic Wpn Prof) while not doing as much dmg as typical weapons could have a chance to trip on every attack. Heck I could see an entire tree built around Whip, but it would take some major animation work and it would have to be able to be dual-wielded and as an off-hand to a main hand option. So for instance, you could build an Indiana Jones-esque character that wields a Heavy Crossbow in one hand with a whip in the off-hand. Or could be Whip in main hand and rune-arm in off-hand.
Now some weapons on the other hand could just be cosmetic versions of existing weapons such as Frying Pans could be a cosmetic overlay over Warhammer or Maul, and we still need a Returning Mug which could basically be Returning Throwing Hammer behind the scenes.
harry-pancreas
09-12-2020, 12:17 PM
'nuff said.
yes please!
droid327
09-12-2020, 01:18 PM
Why have club with scepter? One is basically the same as the other.
Whip (Exotic Wpn Prof) while not doing as much dmg as typical weapons could have a chance to trip on every attack. Heck I could see an entire tree built around Whip
Arent all Scepters already typed as Clubs?
https://ddowiki.com/images/Barovian%27s_Sceptre.jpg
And maybe whips could be a "modified" version of, say, a shortsword. Just like Inqui converts xbows into dual hand xbows or Animal form converts anything into an animal attack, maybe a "Whip" tree could convert a shortsword (or maybe a sickle? Light mace? Something currently underserved) into a whip attack, with its own animation and melee range and damage type and special effects. That'd save the trouble of having to create a whole bunch of new whips and continuing to support whips as a standalone weapon type in the future.
Aelonwy
09-12-2020, 02:27 PM
Arent all Scepters already typed as Clubs?
Exactly. So why both? As far as I know, people pretty much only use casting scepters and outside of a couple named clubs like Muckbane nobody uses clubs for melee.
lets hope not. rather get rid of some weapon types. ew already have enough weapons noone uses
^^^^^^ this.
CaptainSpacePony
09-15-2020, 12:52 PM
Spears would be the next great thing.
I'm satisfied with spears being pokey quarterstaves.
Similar thought toward polearms.
Now, a Gargantuan pick could be interesting:
2 handed weapon. 2-8 damage. Crit 20/x4.
Stravix
09-15-2020, 12:56 PM
I'm satisfied with spears being pokey quarterstaves.
Similar thought toward polearms.
Now, a Gargantuan pick could be interesting:
2 handed weapon. 2-8 damage. Crit 20/x4.
While that would mechanically be a worse falchion, I would love this.
I would suggest make it in the same vein that spears are currently implemented, make them named piercing damage greataxes (closest thing physically speaking, with good ties to dwarves as a bonus) with a different damage and crit profile.
EDIT: Poo, forgot that the picks are on the hammer side, and making it a maul would open up a big can of worms balance-wise that I wouldn't want to touch, b/c silvanus *exists*
FuzzyDuck81
09-15-2020, 01:08 PM
While that would mechanically be a worse falchion, I would love this.
I would suggest make it in the same vein that spears are currently implemented, make them named piercing damage greataxes (closest thing physically speaking, with good ties to dwarves as a bonus) with a different damage and crit profile.
EDIT: Poo, forgot that the picks are on the hammer side, and making it a maul would open up a big can of worms balance-wise that I wouldn't want to touch, b/c silvanus *exists*
A 2 handed pick wouldn't necessarily need new animations though, it'd be able to work easily enough with the ones that eg. greatclubs use, so theoretically would be easier to add in as an actual 2 handed piercing weapon.
I'd still like spears though :) Ideally have them implemented with special circumstances as a main hand only weapon, but able to be used either as a 2 handed weapon or combined with a shield, each with it's own animation set... it's a special circumstance that already exists for crossbows & rune arm, so it's technically possible, just a lot of work but would allow for more unique styles.
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