2handers issues

Anything wrong with them?
Pyronost
Posts: 326

Re: 2handers issues

Post#11 » Fri Apr 23, 2010 6:04 pm

Its very true. Take a look at Jericho's magelo, at his weapons. Theyre 498 dmg, due to the augs that I was using to experiment with, and they *do* damage beyond the cap, its not just a cosmetic thing.
Image

ChaosSlayer
Posts: 1693

Re: 2handers issues

Post#12 » Fri Apr 23, 2010 6:50 pm

yes that is true, but it doesn't solve the problem with base dmg on weapons hitng the cap ;)

and +100 dmg aug on 1hander vs +100 dmg augment on 2hander - creates an insane disbalance between the two
Image

Pyronost
Posts: 326

Re: 2handers issues

Post#13 » Fri Apr 23, 2010 8:19 pm

Which is why we restrict those augs to two handers :)
Image

Kron
Posts: 227

Re: 2handers issues

Post#14 » Fri Apr 23, 2010 8:23 pm

ChaosSlayer wrote:yes that is true, but it doesn't solve the problem with base dmg on weapons hitng the cap ;)

and +100 dmg aug on 1hander vs +100 dmg augment on 2hander - creates an insane disbalance between the two


Well to simply solve that problem you restrict the augs to 2hs. Thus solving the problem with 2H DPS whilst not doing anything drastic regarding mob health or nerf 1hs.

In fact i see a whole new amount of content possiblities with the opening of 2h augs...
~~ SoA - Unforgiven (retired) ~~
~~ THF - Fusion (retired) ~~
~~ Gnomish Proving Grounds - Armageddon ~~

---- Kron the Warrior-King ----

User avatar
Jugganot
Posts: 55

Re: 2handers issues

Post#15 » Fri Apr 23, 2010 10:39 pm

Jugganot loves you ; )

Pyronost
Posts: 326

Re: 2handers issues

Post#16 » Fri Apr 23, 2010 11:15 pm

*adds another week to the 2h-fix schedule*
Image

themike316
Posts: 118

Re: 2handers issues

Post#17 » Mon Apr 26, 2010 2:16 am

would it be possible to just make 2h blanks with a bunch of aug slots? that way the whole wep is aug driven. diff tiers have diff looks and better augs thus more dmg.







nebet 70 zerker

Valsavis
Posts: 123

Re: 2handers issues

Post#18 » Mon Apr 26, 2010 7:52 am

Another way to maybe go about this without whippin out the ol nerf bat would be adjusting skill caps in certain melee based attacks. I know when triple attack first went live they made it so zerks capped around 250ish with no AAs and rogues capped at like 50 lol.(as a main rogue at the time i was way pissed hehe) From what I understand when they tested out rogues with high triple it was just.... scary ;)

User avatar
Jugganot
Posts: 55

Re: 2handers issues

Post#19 » Sat May 08, 2010 2:27 am

Any progress on the 2hander fix ?

ChaosSlayer
Posts: 1693

Re: 2handers issues

Post#20 » Sat May 08, 2010 3:08 am

when YOU REPORT a 2hander which needs fixing- we fix it ;)
Thats what the first post is all about ;)

If you mean this in regards to augs types for weapons - that would be for the big bosses Tyler/Lillu, to decide how they want to adjust this ;)
Image

Return to “Items”

Who is online

Users browsing this forum: No registered users and 1 guest