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Q: Should the warrior skill Shield Expert give a bonus based on player level as a means to make the skill more useful as the game progresses?
Shield Expert (Requires Shield)
Lv. Bonus Skill Points
1 +1 armor, an extra +2 vs projectiles. 1
2 +2 armor, an extra +3 vs projectiles. 1
3 +3 armor, an extra +4 vs projectiles. 1
Two-Handed Expert (Requires 2-Handed Weapon)
Lv. Bonus Skill Points
1 +5% stun chance. 1
2 +5% stun chance, STR x2 to damage. 2
3 +10% stun chance, STR x2.5 to damage. 3
Note: With shield, min. 40% armor, without shield, min 20% armor
The draw back to Shield Expert as a skill is that it's bonus is flat making it difficult to balance for the game. Too strong of a bonus makes unbalances the skill for the early game. Too weak and the skill is too weak in the mid-and-end game. In comparison, Two-Handed Expect gives a damage bonus based on a Trait that can increase, making the skill give improvements throughout the game. Currently, as of Feb. 2017, the skill is mostly negligible by, if not before, the middle of the available content.
It's not very hard to get a warrior with a Strength above 7 or even 10. For ease of math, a STR of 8 gives +12 to damage without Two-Handed Expect, and with a maxed skill, the same trait bonus becomes +20, a difference of 8 (8x1.5 vs 8x2.5). That's per attack. Toss in the percent increases from skills (Charge, Whirlwind, Fury etc) and that increase multiples pretty quickly.
In comparison, a warrior of any level, of any trait level (Strength or Agility) gets the same bonus from Shield Expert, which at maxed level is +3 armor with an extra 1-4 damage removed off of projectiles. Given the 40% min with a shield, a maxed shield expect takes off 1 to 3 damage from physical attacks 2 to 7 from projectiles (if it gets all the defense from the +3 and +4).
Just seems that like the skill Archery, Shield Expert should include an extra bonus based on the player's level to help keep the skill meaningful in the mid-game.
Thoughts?
Shield Expert (Requires Shield)
Lv. Bonus Skill Points
1 +1 armor, an extra +2 vs projectiles. 1
2 +2 armor, an extra +3 vs projectiles. 1
3 +3 armor, an extra +4 vs projectiles. 1
Two-Handed Expert (Requires 2-Handed Weapon)
Lv. Bonus Skill Points
1 +5% stun chance. 1
2 +5% stun chance, STR x2 to damage. 2
3 +10% stun chance, STR x2.5 to damage. 3
Note: With shield, min. 40% armor, without shield, min 20% armor
The draw back to Shield Expert as a skill is that it's bonus is flat making it difficult to balance for the game. Too strong of a bonus makes unbalances the skill for the early game. Too weak and the skill is too weak in the mid-and-end game. In comparison, Two-Handed Expect gives a damage bonus based on a Trait that can increase, making the skill give improvements throughout the game. Currently, as of Feb. 2017, the skill is mostly negligible by, if not before, the middle of the available content.
It's not very hard to get a warrior with a Strength above 7 or even 10. For ease of math, a STR of 8 gives +12 to damage without Two-Handed Expect, and with a maxed skill, the same trait bonus becomes +20, a difference of 8 (8x1.5 vs 8x2.5). That's per attack. Toss in the percent increases from skills (Charge, Whirlwind, Fury etc) and that increase multiples pretty quickly.
In comparison, a warrior of any level, of any trait level (Strength or Agility) gets the same bonus from Shield Expert, which at maxed level is +3 armor with an extra 1-4 damage removed off of projectiles. Given the 40% min with a shield, a maxed shield expect takes off 1 to 3 damage from physical attacks 2 to 7 from projectiles (if it gets all the defense from the +3 and +4).
Just seems that like the skill Archery, Shield Expert should include an extra bonus based on the player's level to help keep the skill meaningful in the mid-game.
Thoughts?