Post by Azherae on 2022-12-06 16:42:03
Consolidating then.
My own group disagrees with most of this, and would heavily disprefer any difference in the AMOUNT of damage mitigated by Active Block from a single attack by weapon, and somewhat so by Archetype.
This ties into our preferences for what PvE encounters and complexity should be like, and isn't as much connected to PvP balance considerations.
Ashes offers the option for everyone to use every weapon, and while there should clearly be tradeoffs for choosing specific ones, we do not feel that 'damage mitigated when blocking correctly', should be one of them. Note this applies only to 'managing a correct block'.
As a result of that, we have no issues with 'stamina for blocking' being tied to weapon, since that relates directly to movement and range (other real defensive options), which IS directly tied to weapon.
tl;dr - don't like the idea that you can block correctly but still take big damage because you happen to like Daggers, but we are completely fine with not being able to block for as LONG at a time when using daggers.
If Stamina loss from blocking is based on the strength of the attack (this is what we are used to, so there's bias), it is also usually true that a large enough attack is the kind that can be outranged or otherwise dealt with by the characters/build types that would have 'weapons whose Blocking Stamina wouldn't even hold up to the one attack'.
Last thing we want to see is pigeonholing of Tanks into meta spec because of single hit damage-mitigation ability. If this is the design direction Intrepid desires, feedback would then be based around removing the concept of Weapon Perks as a part of Synergy, or removing them altogether. Not looking forward to the balance nightmare that is 'Well Hammer can only block 50% as much as Sword and Shield so we gave Hammer this other thing instead, but only Tanks can use it, because it becomes unbalanced when a Rogue has a Hammer, but then...'
Etc.
My own group disagrees with most of this, and would heavily disprefer any difference in the AMOUNT of damage mitigated by Active Block from a single attack by weapon, and somewhat so by Archetype.
This ties into our preferences for what PvE encounters and complexity should be like, and isn't as much connected to PvP balance considerations.
Ashes offers the option for everyone to use every weapon, and while there should clearly be tradeoffs for choosing specific ones, we do not feel that 'damage mitigated when blocking correctly', should be one of them. Note this applies only to 'managing a correct block'.
As a result of that, we have no issues with 'stamina for blocking' being tied to weapon, since that relates directly to movement and range (other real defensive options), which IS directly tied to weapon.
tl;dr - don't like the idea that you can block correctly but still take big damage because you happen to like Daggers, but we are completely fine with not being able to block for as LONG at a time when using daggers.
If Stamina loss from blocking is based on the strength of the attack (this is what we are used to, so there's bias), it is also usually true that a large enough attack is the kind that can be outranged or otherwise dealt with by the characters/build types that would have 'weapons whose Blocking Stamina wouldn't even hold up to the one attack'.
Last thing we want to see is pigeonholing of Tanks into meta spec because of single hit damage-mitigation ability. If this is the design direction Intrepid desires, feedback would then be based around removing the concept of Weapon Perks as a part of Synergy, or removing them altogether. Not looking forward to the balance nightmare that is 'Well Hammer can only block 50% as much as Sword and Shield so we gave Hammer this other thing instead, but only Tanks can use it, because it becomes unbalanced when a Rogue has a Hammer, but then...'
Etc.