Warrior Fantasies aka design space available
Disclaimers: 1) I'm an ARPG noob, haven't played any since Diablo 2. 2) I'm a Fantasy genre veteran of loads of books, films, and video games. 3) My opinions are stupid, there's a TON I don't know about this game.
TLDR: 1) Remove giants blood, bake it into two handed weapons 2) Give one hand weapons faster/more attacks 3) Give one hand weapons more status's they can inflict 4) One hand weapons suffer less move speed penalty 5) Armor could contribute to damage of warrior movement skills 6) Warriors should suffer less move-speed penalty of wearing armor. Warriors in Fantasy It's tempting to write a book here, but I'm going to try to keep this brief. I'm mainly here to gripe about giant's blood. The way I understand how most things scale off of weapon damage, it will always be required. Suggestion: IMO, best fix is to bake the giant's blood ability into two handed weapons. Give them two tiers of STR reqs, satisfy lowest tier to wield with two hands, satisfy high tier to wield with one hand. Then, incentivize one-handed weapons. How? If high STR would allow you to use a giant weapon in one hand, it should allow you to use a small weapon in one hand faster. There could be one-hand passives or weapon abilities that: hit twice on hit, riposte after a block (or dodge even), or Chain to an adjacent mob. One handed weapons should also be inherently more accurate, and allow for faster movement. I don't want to suggest that using a two hander should have a move speed penalty, I'm just pointing out some design space available, and game designers should figure it out. Futhermore, the above suggestions for one handed weapons are all about increasing damage in some fashion, which may be necessary, but perhaps one-hand weapon warriors could be better at applying de-buffs. Say, due to their inherent increased accuracy, they can hit knee caps, tendons, or arteries better. Maybe there could be passives that alter things like maim, or hindered, or dazed, to provide additional effects. Armor Problems Armor as it is doesn't quite fulfil the "tough as nails" fantasy of a warrior, but enough of the community is griping about it that I'm sure that will be addressed. This post is more about available design space, to that end... Suggestion: Having a warrior in full plate armor charge you, or drop on you from the sky, should maybe feel like having a small pick up truck hit you. There could be passives or support gems that add damage to movement skills based on your armor. Also, for you and me, equipping a set of heavy armor would slow us down a lot. But knights back in the day were trained in armor. Perhaps there could be some passives at the start of the warrior tree that reduce the move-speed penalty of wearing armor. I fear that these would be mandatory passives though, as they'd essentially amount to a move speed increase. Not my problem, I'm not a game designer, I'm just trying to help a game designer encompass a broader scope of warrior fantasies. For the nutcases that have read this far, thanks a lot! These have been my stupid opinions. Last edited by Mahhvin#9213 on Jan 10, 2025, 3:46:49 PM Last bumped on Jan 10, 2025, 3:42:03 PM
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