StormbrookThunderb wrote: »http://forums.elderscrollsonline.com/discussion/123068/new-weapons-types#latest.
I think it would work. It's not really a class specific weapon. But it should get huge buffs against horses. I also think lances would be a nice addition because then you could have horse warfare since everyone has horses for 1 g. (most people). Anyway you could also add horseback archery (for some races.) and lances as mentioned to balance that factor.
One thing that must be stressed is the need to keep a reason for 2h skill line. Make sure they specialize in different areas and one isn't way more powerful than the other.
Horse combat doesn't even need to be complicated. Simply have a Lance skill line (built specifically to be an anti-zerg ball option) and a mounted archer skill line with perhaps only 1 or 2 skills sort of like armor. Players will obviously use a Gaited horse so they can take more damage before being dismounted (or perhaps add a new warhorse to the game) and the skill line passives should include an increase to damage you can take and reduce cc duration before and upon dismounted. This would allow skirmish and charges and when you are dismounted you cannot mount again until out of combat.
I'd love to see Lance mounted combat as an anti-zerg ball option. Have it's charge attack have no AOE cap and increased armor/spell penetration and AOE damage by how many enemies it hits in an area. If players want to stack 20 people on one spot they should pay dearly for it. If they still want a tightly packed group them
I do not see it unbalanced as long as players can still dismount mounted players and force them into infantry combat. Mounted combat could be added at the same time as polearm skill line but add bonus against mounted combat and/or charges in general that adds a bonus to your group increases with how many players are near them. This way the only real defense against mounted charges is to have more stamina based characters with polearm which diversifies the light armor + staff builds making up zerg balls in pvp as it stands. This along with changing aoe caps and other tweaks will help nerf aoe zerg-balls.
It sounds pretty cool - just, as you laid it out, rather OP. Maybe it should have a minimum range for the sake of balance.
NorthernFury wrote: »
Tell that to Leonidas of Sparta, and his .... Phalanx.
The Spear of Bitter Mercy has been a part of game lore since at least Battlespire.
From morrowind?
So are you saying that DAoC doesn't count as a "modern" MMO?
http://img2.wikia.nocookie.net/__cb20110526152749/camelotherald/images/6/60/Highlander_Armsman.jpg
In fact that's the Armsman classes preferred weapon.
I also believe WoW has polearms (but maybe they aren't "modern" either :P )
This thread seems to show spamming something endlessly, which is against the TOS gets you plaudits from ZOS moderators rather than the lock/warning such posts should get.
Realistically you'd have exactly the same issues using a two handed sword, mace, or battleaxe, yet we dont have those penalties applied to those weapons in this game.
Another common use of the polearm in history was to stick into an enemy's shield, causing the shield to be weighed down and useless to the opponent - he would be forced to drop his shield (the spear/javelin/polearm lodged in it) and proceed without that shield's protection, while the polearm wielder would typically swap to a shortsword or similar weapon at that point. So, does this mean we should give the polearm a huge bonus against targets with shields? No.
It's a game, some exceptions need to be made to keep things fun.
Funny thing with the weapon swapping graphical glitch in 1.3 is that you can get your character to use a staff in melee (with either 1h or 2h animation) as if it is a polearm. I though it was pretty neat.
I'm on the fence about this one.
I like the concept and all but how will this stop you getting Bat Swarmed spam in PvP?
mousekime111rwb17_ESO wrote: »@Lynx7386 I personally love the idea of introducing a pole-arm weapon tree to the game. However having read your ideas I just feel as though they're falling short on a unique mechanical feel for them.
Firstly - pole arms have something of a 'sweet spot' for range - being dozens of times more powerful when hitting someone close to the end of the weapon's reach.
An overhead swing with a 10Kg poleaxe for example will exert close to a tonne of force in this sweet spot, down to maybe only 200 kg half way in. An example skill set to go with this sweetspot mechanic might look like this
1: Spinning slash - yep a clone of what you suggested (40% more damage in the sweetspot of 7-10 meters)
Morph one: Reap: Enemies in the sweet spot take 1 additional damage per 6/5/4/3 health they are missing.
Morph 2: Sweep all enemies are knocked back 4 meters- enemies in the sweetspot are instead knocked over.
2: Fend and lunge: 1 second cast time. A two part attack, one each of swinging and thrusting. Normally will swing with arm of weapon as a low damage blunt attack to push the enemy into the 7-10 meter sweet spot and then stick em with the pointy end. If already in the sweetspot will lunge first and then follow it up with a devastating overhead swing that always crits.
Morph one: Fending stance: The knock back effect now grants 100% dodge rating for the cast time.
Morph two: Tactical fighter: The overhead swing now does even more damage and if the target is not in sweetspot there is a 5/10/15/20% chance that you will leap back to use the sweetspot buffed ability.
3: Spikewall: toggle - when toggled on assume a defensive stance that grants a 50% effective as active blocking damage reduction and drastically reduces the stamina cost of abilities - sweet spot bonuses are reduced in effectiveness by 20%, sweet spot range is now 3-5 meters and cannot move whilst active. Attacks received from the new sweetspot have a 10% chance to be countered with a small amount of damage and a bleed.
Morph one: Stonewall: Immune to cc while active
Morph two: Phalanx of respite: Regenerate stamina as though out of combat while active.
4: Counter attack: For a large stamina cost can in a much shorter time frame than standard means interrupt / block appropriate channeled abilities and heavy attack the now off balance target. Sweet spot bonus: always crits.
Morph one: Efficient counter attack: Reduced stamina cost
Morph two: My turn! +100% to critical damage bonus.
5: Hemorrhaging strikes: Self buff - for 10 seconds all attacks and abilities apply a bleed effect on the enemy - the duration can not be refreshed however sweet spot attacks can apply bleed stacks indefinitely.
Deep wounds: Sweet spot strikes now apply two stacks.
Rending strikes: Sweet spot strikes now also refresh the duration of the bleed.