Hey,
thanks to the release of Bastard´s Wound, my love for the game got reignited. I tried many different builds in vanilla, this time, I went for a sword and board character and I tried to take it quite literally.
I have to admit tho, swords are - to put it mildly- really underwhelming. From my limited experience, there performance is the worst out of all one handed weapons I tried out.
Tyranny is supposed to take place in the dawn of the iron age, so one might expect bronze weapons to be weaker then iron, but even iron swords are rather weak and much to uncommon.
I do like the general idea beeing versatile. Using pierce or slash, depending on the enemies armor value is a really cool idea. They are also quite fast.
Now to the bad part. Swords base damage is the second lowest among all weapons and the high attack speed and there versatility doesn´t compensate for the lack of punch.
1. Beeing able to switch between pierce and slash doesn´t help much against most armored enemies, at least on higher difficulties. Some bronze armors are prone to pierce, but you can just go for maces, which come with armor penetration and have a much higher base damage. Swords don´t help against light amored foes either, there is no advantage bringing a sword against them. Maces, axes and hammers out-dps them in that department as well.
2. Ablitiy damage is derived from your weapon base damage, so using them with low base damage makes them much less effective. On the other hand, their recovery time does not get affected by the weapon I use. The difference in performance gets worse when factoring in the mastery skill.
Just to give you an example:
Shield assault´s second swing with a sword equiped (Masterwork Dauntless) does 37 - 48 damage with might 18, and has a 1.95 second recovery time.
With a mace equiped (Masterwork Titan´s Knuckle) the second swing with might 19 does 53 - 72 damage, recovery stays at 1.95 seconds.
Another one:
Sunder with sword: 29 - 37 DMG, 1.95 recovery
Sunder with mace: 41 - 56 DMG, 1.95 recovery
The min damage when using a mace is higher then the max damage when using a sword.
To be fair, I did not compare both wepons with wepon buffs applied, but I cannot imagine the sword to shine here.
Some suggestions:
1. Raise the base damage of swords a little bit. Doesn´t have to be much tho. Furthermore, raise the accuracy modifer a bit.
2. I donnot know if this is possible to code into the game, but give swords a conditional armor pierce modifer as fallow:
If slash is used against light (leather only) raise armor pen. Swords cut really well through leather, at least metal swords do.
If pierce is used against heavy, raise armor pen. I don´t know if a similar technique was used before the middle ages, but in historical fencing there is the technique of half swording which gives you more accuracy when trying to thrust your sword into the gap of an armor.
3. Factor in the weapons speed modifier into the recoverytime of abilities.
thanks to the release of Bastard´s Wound, my love for the game got reignited. I tried many different builds in vanilla, this time, I went for a sword and board character and I tried to take it quite literally.
I have to admit tho, swords are - to put it mildly- really underwhelming. From my limited experience, there performance is the worst out of all one handed weapons I tried out.
Tyranny is supposed to take place in the dawn of the iron age, so one might expect bronze weapons to be weaker then iron, but even iron swords are rather weak and much to uncommon.
I do like the general idea beeing versatile. Using pierce or slash, depending on the enemies armor value is a really cool idea. They are also quite fast.
Now to the bad part. Swords base damage is the second lowest among all weapons and the high attack speed and there versatility doesn´t compensate for the lack of punch.
1. Beeing able to switch between pierce and slash doesn´t help much against most armored enemies, at least on higher difficulties. Some bronze armors are prone to pierce, but you can just go for maces, which come with armor penetration and have a much higher base damage. Swords don´t help against light amored foes either, there is no advantage bringing a sword against them. Maces, axes and hammers out-dps them in that department as well.
2. Ablitiy damage is derived from your weapon base damage, so using them with low base damage makes them much less effective. On the other hand, their recovery time does not get affected by the weapon I use. The difference in performance gets worse when factoring in the mastery skill.
Just to give you an example:
Shield assault´s second swing with a sword equiped (Masterwork Dauntless) does 37 - 48 damage with might 18, and has a 1.95 second recovery time.
With a mace equiped (Masterwork Titan´s Knuckle) the second swing with might 19 does 53 - 72 damage, recovery stays at 1.95 seconds.
Another one:
Sunder with sword: 29 - 37 DMG, 1.95 recovery
Sunder with mace: 41 - 56 DMG, 1.95 recovery
The min damage when using a mace is higher then the max damage when using a sword.
To be fair, I did not compare both wepons with wepon buffs applied, but I cannot imagine the sword to shine here.
Some suggestions:
1. Raise the base damage of swords a little bit. Doesn´t have to be much tho. Furthermore, raise the accuracy modifer a bit.
2. I donnot know if this is possible to code into the game, but give swords a conditional armor pierce modifer as fallow:
If slash is used against light (leather only) raise armor pen. Swords cut really well through leather, at least metal swords do.
If pierce is used against heavy, raise armor pen. I don´t know if a similar technique was used before the middle ages, but in historical fencing there is the technique of half swording which gives you more accuracy when trying to thrust your sword into the gap of an armor.
3. Factor in the weapons speed modifier into the recoverytime of abilities.
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