Minimal Distance



  • Things like halberd need minimal distance where the dmg is =0. cause now they just a very long swords



  • With how easy it is for classes like the MaA and even decent shield knights to close in, this would make polearms completely awful.

    Balance > Realism.



  • @Rampage:

    With how easy it is for classes like the MaA and even decent shield knights to close in, this would make polearms completely awful.

    Balance > Realism.

    Perhaps all weapons could have a sweet spot where they do maximum damage. Would make things more fair



  • @Wolf:

    @Rampage:

    With how easy it is for classes like the MaA and even decent shield knights to close in, this would make polearms completely awful.

    Balance > Realism.

    Perhaps all weapons could have a sweet spot where they do maximum damage. Would make things more fair

    I agree



  • @Wolf:

    @Rampage:

    With how easy it is for classes like the MaA and even decent shield knights to close in, this would make polearms completely awful.

    Balance > Realism.

    Perhaps all weapons could have a sweet spot where they do maximum damage. Would make things more fair

    Not really. Balance is a lot more delicate than you are treating it. If ‘sweet spots’ were added, it would cripple the Vanguard class and potentially others.

    Let me put it like this. A knight only needs two solid hits to kill a vanguard, and the only reason we _are kept at bay long enough for Vanguards to have a chance is the fact that the whole length of their weapon does full damage.

    If they did less damage with each swing, while it already takes 3-4 hits to bring us down, I would literally have no reason not to just bullrush the Vanguard, eat the first hit, then chop them down in two swings in melee range while shrugging off their reduced damage.

    If you play a man at arms, or something similar, Vanguards can be frustrating, and they might even be overpowered or too easy to play, but adding minimal range would cripple all kinds of two-handers at high-tier play because it’s not hard for skilled players to close in. If there’s an imbalance,it should be addressed in other ways._



  • @Rampage:

    With how easy it is for classes like the MaA and even decent shield knights to close in, this would make polearms completely awful.

    Balance > Realism.

    It’s only easy if the polearm wielder is bad, which is of course true 96% of the time atm. Especially considering the knockback-on-block of something like the Halberd, maintaining distance is not very difficult, you just have to know when to release the poke and when to reel it in with an attack cancel.



  • If you hold a pole arm horizontal to the ground and strike with the pole to the face its going to do a massive amount of damage. A good solution would be if overhead did minimal damage at close quarter range but that you could then use this alternative attack in close quarters. This would change nothing in regard to balance, but the change in animation would satisfy peoples need to see/visualise a realistic solution.
    To be honest a slightly modified pole arm block animation would look half decent for this attack.



  • @Rampage:

    With how easy it is for classes like the MaA and even decent shield knights to close in, this would make polearms completely awful.

    Balance > Realism.

    CoughSecondaryCough
    CoughKickCough



  • @Wolf:

    @Rampage:

    With how easy it is for classes like the MaA and even decent shield knights to close in, this would make polearms completely awful.

    Balance > Realism.

    Perhaps all weapons could have a sweet spot where they do maximum damage. Would make things more fair

    All weapons do have a (unmodeled) sweet spot. When you are next to a polearm user who starts a swing, you take max damage through its entire arc. There is no windup and slow down where damage is much less. This is also true after a swing is near complete and the guy twitches left or right with the tip.

    Its terrible, cheesy, gamey.

    The best analogy for it is the baseball batter. If he swing late/early and/or makes contact too near his hand, you can see and hear the lack of energy delivered. But when the swing is timed right and the sweet spot of the arc used…bang.



  • Your analogy is confounded by physics. The vectors behave differently in your analogy compared to the stationary (relatively) target and moving halberd.