• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Oddhermit

Recruit
Dec 29, 2016
9
8
1. Ranged/Melee characters shouldn't automatically try to melee auto-attack a target right after using a ranged ability. This is very noticeable when using a melee equipped Verse's starting burning ability - shoot an enemy and then she'll run after it and get wrecked by melee that get disengage attacks if you're not careful. It also makes playing a javelin Fatebinder a major nuisance.

2. The little feet on icons helps a lot to know when a character will need to move, but it would also be nice to have an option to turn of automatic movement to use abilities. Sometimes enemies move after you've assigned an attack on them so even if you were in range you may end up moving when you don't want to. I'd rather handle movement manually.

3. You can also abuse it pretty easily against AI. Position so melee can't reach a character with taunts of some sort, and watch as melee run helplessly back and forth getting disengage attacked trying to reach them. I guess that's sometimes fair tactics, but it seems they should respond to being disengage attacked better - by engaging their attacker. Challenger stance is almost as overpowered as riposte sometimes.

4. Two handers are way too high damage to be getting so many instant free attacks from disengages, I personally think only fast weapons should get to make disengage attacks. (or ripostes for that matter...) 2 handers probably need balance changes in general but I think this'd help make them more balanced / less cheesy.
 
  • 2
Reactions:

MaxQuest

Recruit
Sep 10, 2013
6
5
or ripostes for that matter..
Ah yes, take Riposte, equip a 2H (Mercy, Sever or Axe of the First Brother), buff up with Vampiric Weapons (with Volcanic Sigil), prideful Haste + Mirror Image, and make a circle around a group.... ;) not to mention other balance breaking stuff)
 

Dirich

Corporal
Nov 13, 2016
47
23
4. Two handers are way too high damage to be getting so many instant free attacks from disengages, I personally think only fast weapons should get to make disengage attacks. (or ripostes for that matter...) 2 handers probably need balance changes in general but I think this'd help make them more balanced / less cheesy.

In the following I talk about Risposte, although the points can be applied in general.

I disagree with your proposal. I do not feel the need to balance 2h vs 1h in every detail, but if I were to balance this detail I would do one of the following:

1. The problem here is that the skills check the weapon damage per hit instead of weapon DPS.
In other words, if you use the normalized (to 1 second) damage of a weapon, then 1h, 2h and Xh for all that matters (you never know... monsters and such), of same quality/level can be balanced to have the same normalized damage (as they already are) and hence get the same benefits from the skills.
So Risposte could be made "attack with damage dependent on DPS" rather than "do an attack".

2. Alternatively, Risposte can be capped to max X attacks per swing time. Which is a nicer way to do the same thing as in 1, with only circumstancial differences.

3. A third alternative, which does not completely remove the advantage for 2h in theory, but does reduce it a lot, is to force Risposte to work only on "engaged" enemies, so that you need to pick Blade Wall to increase the engaged enemies up to 3 (at most), and have some nice Risposte damage. The Risposte spamming is limited, 2h is still better than 1h, but the difference is not as extreme as it can be now.
 
Last edited: