Should One-Handed and Two-Handed be split up?

Post » Fri Dec 16, 2011 8:22 pm

Of course you're cutting with an axe, it has a blade.

The rationale is that their weight distribution is similar to maces and hammers, meaning their power generation is similar - that doesn't however change the fact it's a misnomer.


Maybe I should elaborate some. When I think of axes I don't think of the type the average person uses to chop fire wood. In the fire service we use axes for a multitude of things. From forcible entry to smashing into a roof. Thus our axes tend to be rather dull. So I'm one to see an axe as a mace like tool. We have chain saws and k-12 saws (circular saws) for cutting.

Which is why I said that putting axes into their own category was the best way to go, but to label them blunt in past titles isn't wrong depending on who you talk to.
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James Rhead
 
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Post » Fri Dec 16, 2011 9:21 pm

I think they should be merged because the perk trees are almost the same. You could design it with 2 perks on the lowest level (1H + 2H) leading to one perk one level above (f.e. enhance damage/ decapitate etc.).

That way you would have more options in building a character.

A sneaky assassin could skill only the 1H perk and go on with the perks above, while a real warrior could use 2 perks (1H + 2H). It is just not logical that a warrior who is wielding a 2H cannot fight with 1H or 2x1H. When I think of a warrior I think of a person who can pick up any (physical) weapon and fight with it.

It's just a shame that you need 10 perks minimum and 80 skill in 2 trees to be able to fight with two different weapons.

The same concept could be applied in block (shield or 2H).
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Cathrin Hummel
 
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Post » Fri Dec 16, 2011 11:16 pm

Dual-Wielding is incredibly different from wielding a single sword, or sword and board, etc. I would know, I've done them. It works wonderfully as it is.

As for the bleed/crush/crit perks, those are actually very nice...except for the bleeding. As far as I can tell, bleed damage only works on living enemies, does something like 3 damage per second for 6 seconds at level 3 in the perk, and doesn't stack. It might be useful if you're not planning to improve your weapons at all(extra 18 damage is pretty decent), but otherwise it's crap.

Maces, however, are super ridiculously powerful. Ignoring 75% of armor on ANYTHING is ridiculous. Imagine they have 80% armor, ignoring 75% of that boosts your damage by like 400%. The only trouble you'll ever have is if you run into an unarmored enemy, but they're almost always a cake-walk anyhow!

Swords, on the other hand, are really interesting; the crit perk works absolutely marvelously with two handed weapons, because of the increased damage equals an increased chance to execute them. If, for example, you use a sprinting power attack with the correct perks, you'll do double crit damage, and have around a 30% chance to crit hit. Than means that every three attacks you'll do double the normal damage. All this boils down to you doing finishing moves on bandit chiefs at full health.
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IsAiah AkA figgy
 
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Post » Fri Dec 16, 2011 2:17 pm

NONE of them make sense, and yet they make sense at the same time.

There is general knowledge that applies to blunt or bladed weapons, there is general knowledge that applies to all kinds of weapons using the same grip, and then you have specialized knowlidge for a certain type of very similar weapon (say, anything that goes by the classification of a longsword), then you have specialization in a certain type of specific weapon type (scimitars for example), and then you have specialization with your exact weapon (say, the sword you use the most, as you learn exactly its balance, its strong/weak angles, where it can deflect, where and how it does it better, how should a blow land so you don't get stuck in the enemy, all that stuff)

I highly doubt a game can simulate ALL of that

Also, that's not counting the fact that you need to do this for BOTH hands, as not only are you less skillful with your other hand, but you also don't hit exactly the same way. this is especially true if you haven't trained with that hand since childhood, as your joints haven't grown being stretched AND receiving impacts at the same time, thus giving you a MUCH reduced angle)

ONLY for dual weilding, I can think of over 150 perks just to make it more realistic
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Cartoon
 
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Post » Fri Dec 16, 2011 12:52 pm

My thoughts are, Ranged, Melee and Stealth/Assassin Weapons.

Ranged is for Bows/Crossbows/Thrown Weapons. Which could include Spears

Melee is whatever you hold in your hand that you hit someone with. Which could include Staffs.

Stealth/Assassin would cover daggers, poniards, garrotes, poisoned darts, blow guns things like that.

Perks could be split up for each sub-type as being good at a sword does not make you good at an axe or a staff.
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djimi
 
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Post » Fri Dec 16, 2011 10:20 am

No because it seems Like the system got upgraded from oblivion and going back to blunt would seem like it would be down-grading.

Cheers
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Blackdrak
 
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Post » Fri Dec 16, 2011 4:54 pm

Yes, that's like asking should alteration and conjuration be separated, their two aspects of character development that should be treated differently. if they were not separated i would always do sneak and "Melee" perks so i could switch to a one handed when i knew i could get a sneak attack. and while we can do this already it is going to cost us 10 more perks to get this advantage which creates a balance in the game.

Now to get to what matters, they should have made them more unique and less copy paste. The reason they seem like they should be the same is because the copied the tree and added replaced the name with two handed. the tree's should have had more to offer,

two handed
two handed spin, power attack: hit all adjacent enemies with your two handed weapon
two handed throw, throw your two handed weapon at an opponent doing heaving damage (always keep a spare)
skull crusher, +50% critical chance if target is prone. this would go great with unrelenting force

One handed,
lingering stab, leave your sword/axe in the opponent causing them to become slowed and dealing continue damage
Slice and dice, all targets adjacent to use suffer health lose for 20 seconds
Blade furry, power attack: stab the opponent quickly 4 times

These are just examples of how the could have spiced up perks
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Susan Elizabeth
 
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Post » Fri Dec 16, 2011 3:42 pm

Why am i generally the last to post in a thread?
Thread is active, i post thread dies... :poke:
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Madeleine Rose Walsh
 
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Post » Fri Dec 16, 2011 8:32 pm

I want the skills to be split again.
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gandalf
 
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