We'll if you're talking about realism, then the 2h axe and 2h mace in this game would be completely rubbish in actual combat. Same thing with dual wield.Downside: Once you get past the business end of the polearm, it's useless.
The shorter and more manoeuvrable hand weapon wins in close / out of formation combat.
That would therefore imply you would have to have a minimum / maximum distance the polearm would be effective against. Great in formations.. rubbish without IF you get in it's range.
Not under Philip and Alexander. Their form of phalanx used sarissas that were almost 20 feet long. That formation was used primarily against infantry, to hold them in place while the cavalry got in position to smash them.ShedsHisTail wrote: »eventide03b14a_ESO wrote: »ShedsHisTail wrote: »Historically, polearms were intended primarily for one of two uses, attacking mounted opponents or attacking from a mount.
Yeah, there were a few designs which were used for hand to hand combat (short spears, tridents, etc.), but most polearms were far to long and ungainly for anything other than unseating a mounted opponent, or charging an opponent whilst mounted.
Therefore, I say polearms would be wasted if we didn't also get mounted combat.
Evidently you are not familiar with the phalanx formation invented by the Greeks. It was used against more than mounted opponents.
And typically employed short spears. Which I mentioned.
Polearms were also used in 1v1 fighting even in the west (see http://en.wikipedia.org/wiki/Quarterstaff).
ShedsHisTail wrote: »Polearms were also used in 1v1 fighting even in the west (see http://en.wikipedia.org/wiki/Quarterstaff).
Unless you've tied a dagger to one of its ends, a quarterstaff isn't a polearm.
And Hand-to-Hand, Jessica!ZOS_JessicaFolsom wrote: »Thanks for the very detailed and thoughtful suggestion post, @Lynx7386! It was a great read. We can't make any promises about future content, but we will make sure the dev team sees this thread.
That would therefore imply you would have to have a minimum / maximum distance the polearm would be effective against. Great in formations.. rubbish without IF you get in it's range.
Sure, the whole angular momentum/length thing means it'll hit hard once you get it going, but on the same hand, it means it's harder to get going, harder to stop, and harder to change direction.
7~10 meters attack range? What is this, Gullivers Online?
Why would you want an other stamina weapon to be added when they haven't even finished fixing those builds?
meh; have pole-arms ever even been in any TES games?
Nox_Aeterna wrote: »
Too much good faith in zen , you have.
Still , if we assume one day they will fix it , better have polearms so we can use them the day it happens.
5. Parry
Cast: Instant
Range: N/A
Target Style: Self, Buff
For 15 seconds, reduces blocking cost by 50% and increases block mitigation by 50%. This incorporates the defensive nature of the polearm, a weapon which can practically be used to block and attack simultaneously due to it's length.
Morph 1: Counterattack
New Effect: Blocking a heavy attack while the ability is active marks the target for a counterattack for 5 seconds, increasing the damage of your next attack against that target.
Morph 2: Ward
New Effect: While the ability is active, you take reduced damage from all attacks.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"