sorrow wrote:When your a higher Lvl the "weaker " weapons become alot stronger due to your increase base stats. Also when you have alot of hp which comes with higher lvls then you can take more damage and don't need to worry alot about big mobs because you can kill most monsters in one or 2 hits.
This is a total nonargument. Basically you state that at higher level, you can afford to go for a less powerful weaponclass because you have enough hp, damage and defense. That does not refute the problem as discussed in length in various threads, that adding to the base AD with weapons, which grows to serious height at high level, creates a couple of balancing issues which cannot be solved within the same mechanics (insert Einstein quote here).
1. if you have base AD 50 (I am getting there), adding 1 or 10 damage through a weapon does not matter. So the nice high damage of 2h weapons will add less and less to the DPR (damage per round, defined as using all your AP). 4 times 50 damage or 2 times 60 damage, is 200 damage potential (when all hits connect) versus 120. Then add critical hits, shields and light armor stats on top of that and explain to me why I would go for 2h weapons? The only reason I would do that, is because I want to make a character that is a Dark Knight, roleplaying reasons. But the game mechanics are just plain wrong and need to be changed.
2. easy solution (conceptually, development and implementation might have more impact) is to make your effective AD a combination of your base stats and a percentage range, so for example 50 AD base and my weapon DotSP results in 70% of my AD, making my AD output 35. Light weapons like daggers should have a maximum of say 70% of your AD, so when you hit up to 6 times in a round (QSD), you will hit up to 420% (but I wouldn't vote QSD having 70% maximum, rather 50%). It is totally unrealistic that a dagger type inflicts nearly the same damage output as some razorsharp, huge evil sword. The other side of the spectrum, 2h heavy weapons, should have a maximum of maybe 350% of your base stats, for weapons that cost 8AP to swing. With this system, the different weaponclasses can be balanced independently of player level. Weapon and armor skills should extend the range of these percentages. Maybe even make AP percentage-based as well, so you can become faster with weapons and shields after training. Same with movement and heavy armor, if you are trained it should be less cumbersome to wear and use, so cost less to move with heavy armors.
3. the reason is simple: no balancing issues between low mid and high level players, DPR becomes the measurement variable to balance weapon classes themselves and realism is applied. 6 hits with a unique dagger constitute the same damage potential as a huge, fatass weapon that you swing once. Then things count like: going for 2h means getting your AC up. You don't want to miss that one swing. But the huge damage makes up for it, mostly against enemies with crazy DR (I vote for enemies with 50DR, so you need critical hits or huge damage or status effects). With the fast weapons, you could go with more defense and midrange AC, if you miss one or two hits out of 4-6 it is not such a big deal.
I hope this is considered for 0.8 since I haven't seen it applied in last huge update.