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  1. #41
    Founder Freeman's Avatar
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    Feb 2006
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    There is a severe balance issue between DPS and stat-damage weapons. The character builds, classes, and other factors are a distraction from that issue. If you were to give any melee character dual puncturing weapons, regardless of their build, then have the rest of the party use DPS, the character with the puncturing weapons would likely have more kills than anyone else.(In high-end content, of course) All you really need is a keen puncturing weapon(Or Imp. Crit). If one type of weapon is that much more powerful regardless of who is wielding it, then there is a problem.

    I am personally in favor of adjusting the HP of the mobs down to a reasonable number so that DPS is a viable alternative. Stat damaging weapons/builds would still be just as effective, but it would make other forms of attack effective as well. There's just something wrong when my THF-specced barbarian is better off wielding dual keen daggers of puncturing than a MinII greataxe, but that's what I have to do in many quests if I don't want to sit there beating on things forever.
    Freeman - Human Bard - Thelanis Fulfilling my duty to the ladies of Stormreach
    Yuvben(Halfling Rogue), Acana(Drow Sorcerer), Walket(Human Cleric), Mahoukami (WF Wizard), Knicapper(Horc Fighter), Pyetr(Human Bard), Mazinger (WF Barb), and Belcar(Halfling Ranger).

  2. #42
    Community Member redoubt's Avatar
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    Mar 2006
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    Go into coalesence with a twf, imp crit, and banishing rapiers... winner

    Go into the orchard with a fire spec'd sorcerer... winner

    Go into the new stuff with w/p... winner

    Go into the giant hold with twf, imp crit and banishing rapiers... loser

    Go into taming the flames with a fire spec'd sorcerer... loser

    Go into the Ghosts of Perdition with w/p... loser


    Each has a place they work... each has a place they don't.
    Leave the weapons alone, they are fine. Learn to use what you have to its max and go have fun again.

    P.S. If you really want balance, changing the weapon is not it. It the mobs that need to be adjusted. They are balanced against the wrong yardstick.

  3. #43
    Community Member jkm's Avatar
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    Dec 2006
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    Quote Originally Posted by redoubt View Post
    Go into coalesence with a twf, imp crit, and banishing rapiers... winner

    Go into the orchard with a fire spec'd sorcerer... winner

    Go into the new stuff with w/p... winner

    Go into the giant hold with twf, imp crit and banishing rapiers... loser

    Go into taming the flames with a fire spec'd sorcerer... loser

    Go into the Ghosts of Perdition with w/p... loser


    Each has a place they work... each has a place they don't.
    Leave the weapons alone, they are fine. Learn to use what you have to its max and go have fun again.

    P.S. If you really want balance, changing the weapon is not it. It the mobs that need to be adjusted. They are balanced against the wrong yardstick.
    i love how you left out scenarios...

    Go into coalesence with a twf, imp crit, and w/p rapiers... winner
    Go into the giant hold with twf, imp crit and w/p rapiers... winner

    you can't sit here and say that outside of a undead or construct mod, that w/p is always going to be the best method of dispatching an enemy. with some lucky rolls you could knock down a 5000 hp/24 con mob in 4 swings of 13. do the math with a barb hitting for 250 a swing.

    i've given up hope that the devs will at some point come up with a standardized methodology for adapting pnp fixed rules to our game. they seem bound and determined to stick with any fixed number rule (monk damage dice, HD capped spells, stat damage) and every time it ends up being epic fail.

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