The game is pretty fun, though it kind of suffers from the same problem Sins has. Its this giant buildup to nothingness (end game sucks).
One little, easily-fixable thing that bothers me are the weapons. I've taken the liberty of redoing the stats in the coreweapons.xml, but I would love some advice, suggestions, or rants about how so and so weapon sucks or is op.
Spears- no shield, average damage, ignores counterattack, and armor piercing
The problem- There are two big questions I have to ask about spears. What benefit do I get in exchange for losing a shield? Why the heck is a spear considered armor piercing? (Greek bronze armor vs Persian spears for example)
My solution- +2, 4, 6 damage for respective levels of spears, they lose armor piercing, and they now have a range of 2.
Thoughts/Concerns- Might be too low damage. I'm just not sure how useful that 2 range is gonna be. I really like the tactical diversity to be had with range 2 spears hanging behind the damage soakers. I'm considering giving the pike range 3 to help show the evolution of the weapon in the face of better armor. Also considering making all spears 1 handed, and krax will just be better. Pikes will go back to being 2 handed except for krax.
Clubs- Above average damage, slow, shield, bash, and extreme overkill super ability.
The problem- I think the community in general feels that clubs are OP, and I'm not among them. Of course I use Teldar mostly, so I wouldn't. Anyway, clubs should be armor piercing. That's the entire theory behind the weapon afterall, isn't it? I also don't feel that they are quite slow enough.
My solution- -2, 4, 6 damage for respective levels of clubs, 33% armor piercing, -1 init (now at -5 for most)
Thought/Concerns- Serious concerns about them being OP if they weren't before. Maybe they should be brought to -6 init. On the plus side city militias will enjoy the benefit of being able to hurt more heavily-armored units, and since they have no armor themselves a sword/spear would be more ideal in cities.
Axes- Above average damage, slightly slow, cleave, and no shield
The problem- In my opinion this is the worst weapon type other then the staff. It has no advantage over a club and on top of that you can't use a shield. Its a giant freaking two-handed axe, and as far as I'm concerned the dual-wield ones are simply two giant two-handed axes being wielded by orcish brutes.
My solution- +2,4,6 damage respectively, +20% armor piercing(for a nice, good cleave), -1 init.
Thoughts/Concerns- I'm not looking forward to getting cleaved by these mofos. Finally a weapon that Really screams "I want everything to die right now!" With a focused point, and a ton of weight the momentum behind an axe swing should have some armor-piercing qualities. I think dual-wield isn't right thought. Maybe give them +1 init and only +1,2,3 damage?
Swords-Average damage, slightly fast, shield, counter attack.
The problem- They just aint fast enough. While maces and axes pierce armor, swords do damage faster. A good swordsman in light armor needs to dance. The sword can't pierce armor well at all, especially if its used in a slashing motion, but they are great at being shoved into any weak points in the armor.
My solution- +1 init, +5 crit chance.
Thoughts/Concerns- The init can be abused by spellcasters, spells should have their own init values rather then be based off the weapon. The +1 init isn't much on its own, but when combined with the -init axes/maces get I hope the 'swing-speed' factor shines a little more. It takes so little pressure to pierce skin, and all that effort to swing a big mace around is really silly against an unarmored foe. Swords kill things without armor fast, and they hold the line pretty well too.
I also gave crossbows 50% armor piercing and a bigger init penalty because I can.
I'd like some input, because I can only play test so much.
thank you!
Edit: For balance sakes a play should restrict his mages to staffs. I'd make all weapons hinder spellcasting, but thats to much work. Other professions with spells can pass under the guise that they have training casting spells in combat, or something.