Wildermyth

Wildermyth

Expanded Items: Weapons
Smoker  [developer] 23 Jun, 2021 @ 12:20pm
SUGGESTIONS AND FEEDBACK
Please leave your suggestions and feedback here, I'm very interested to hear them.
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Showing 1-15 of 30 comments
Skilobyte 23 Jun, 2021 @ 7:08pm 
You might consider sectioning the random damage feature into its own mod, if it is easy to do so. It's more authentic to the tabletop experience, but I liked being sure about how much damage my characters would do if they didn't stunt. A raw damage reduction alone seems like a suitable way to offset the stunt and skill bonuses you introduce.

Your mods are some of the best on the workshop :)
Smoker  [developer] 23 Jun, 2021 @ 7:34pm 
Sadly i can not do it easily, if i have though of that from the creation of the mod things will be different. 1d3 is not too much, its the same random damage that enemies usually have.
Last edited by Smoker; 23 Jun, 2021 @ 7:36pm
Deso 24 Jun, 2021 @ 11:08am 
I think it would help to have an indication if a weapon is one handed or two handed in the description. Or make two handed weapon names more intuitive.
Spear (1h) -> Heavy Pike (2H)
Sword (1h) -> Great Swords (2H)
Last edited by Deso; 25 Jun, 2021 @ 3:37pm
Smoker  [developer] 25 Jun, 2021 @ 1:41am 
Thx yes could be clearer i will do it when i have time.
Willizcacha 26 Jun, 2021 @ 12:11am 
Will it be possible to separated the dual wield related mechanism into its own mod? It is amazing to see there is some real different to all the weapons but I would like to avoid modifying the vanilla mechanism too much.
Smoker  [developer] 26 Jun, 2021 @ 12:22am 
Possible but not easy :( if i have time..
Deso 26 Jun, 2021 @ 8:01am 
The dagger-side crossbow is nice.
The dual weapons combo with heroism and movement swift/free abilities.
Smoker  [developer] 26 Jun, 2021 @ 8:44am 
The new aproach to the game is simple, and at first you think it hampers you, but making attacks don't end the turn but only attack one time per weapon (and changing weapons cost one action unless you have a specific skill) is both realistic and interesting, it opens new tactics and combinations without changing the battles too much. If i made dualwield attack a "swift Action" too much swift actions in the game.
Deso 3 Jul, 2021 @ 7:37pm 
Looking at weapons for mystics aren't crossbows as good as daggers?
Also, shouldn't Maces/Flails scale up a stat for them? (their potency and ranged accuracy is static)
Last edited by Deso; 3 Jul, 2021 @ 7:37pm
Deso 3 Jul, 2021 @ 7:38pm 
Also rapiers are in a odd place - being similar to both wands and swords.
I would suggest having it striking twice with reduced damage (so it's bad against armor). Maybe a swift action attack with a "feint attack".


https://tvtropes.org/pmwiki/pmwiki.php/UsefulNotes/Swords
Last edited by Deso; 3 Jul, 2021 @ 7:44pm
Smoker  [developer] 4 Jul, 2021 @ 12:08am 
Very good points. Scaling potency would mean double scaling, as interfusions use the damage of your main weapon as base damage. Thanks i will probably change some.
Deso 4 Jul, 2021 @ 5:15am 
Originally posted by Smoker:
Very good points. Scaling potency would mean double scaling, as interfusions use the damage of your main weapon as base damage. Thanks i will probably change some.
Their tooltip doesn't reflect this.
I think it would be helpful to list everything that affects infusion on the mod description at least.
Last edited by Deso; 4 Jul, 2021 @ 5:15am
Smoker  [developer] 4 Jul, 2021 @ 5:34am 
Ok i see why people is complaing about mystics and low damage, interfusions dont use weapons damage anymore, only potency and spell damage. I dont know when it was changed i will ask, if it was in a patch notes i missed that one :(.

So its true too low damage, increasing mystics weapons damage in a moment.
Deso 4 Jul, 2021 @ 6:23am 
1.0 (the only version I played) have staff and wands with spell damage.
This is also why I mentioned the artifact staff as Superior to your staves for mystics.

  • Personally I think speed is out of place for both wands and staves.
  • Stunt and Warding are quite good for wands. (without the +0.5 speed or Ranged Accuracy)
  • Staves could go back to melee defense and spell damage. (I don't think wielding flails/hammer is that interesting - but it helps specific abilities that don't scale out of spell damage)
  • Daggers and crossbows would still help with ranged accuracy.

Thinking about making weapons more distinct - rapiers could have a very strong stunt effect - blind comes to mind - so they would sinergize with silkstep. Or having it's attack as a swift action.
Last edited by Deso; 4 Jul, 2021 @ 9:35am
King Brick 4 Jul, 2021 @ 7:48pm 
Originally posted by Deso:
  • Personally I think speed is out of place for both wands and staves.
I agree with this. At very least it doesn't make sense for staves to have more speed than a wand. You can't run faster with a bigger, bulkier item. Wand = speed/potency | staff = block/ward, or something of the like.

It also depends on people's perspective's of what the different role of wand/staff. Some people generally view wand as offense and staff as defense (as I do), others view them opposite - like standard weapons (bigger sword = more damage).
Last edited by King Brick; 4 Jul, 2021 @ 7:49pm
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