PAX East 2012 News, Infos, Videos, Screenshots...

Forum for discussing Torchlight II.

Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Hue » Sat Apr 14, 2012 4:15 pm

detama wrote:in this case, assume playing veryhard + hardcore difficulty, there is no reason to choose dual wielding over weapon + shield combo, since dual wielding is making a huge risk by lower a significant amount armor and block chance, but it almost gained nothing from attack damage or speed.

That would be true... If executes didn't exist.

detama wrote:unless certain skills use both weapons to attack together, that means whoever use dual wielding will stick to those skills in later game, which caused the single weapon skills useless to them, also normal attack in this case will be useless too

That argument seems a bit specious. Yes, dual wielders will likely tend towards certain skills that are designed for dual wielding, just as two-handers will tend towards skills designer for two-handers, for example Ember Hammer requiring a two-handed weapon (or specifically a two-handed hammer?), but that won't make other skills useless, especially given the ability to quick-swap weapons, nor will it make normal attacks useless either.

jamesL wrote:because pistol and sword is fun ?

And you get to pretend you're a pirate! :D
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby travisbaldree » Sat Apr 14, 2012 4:21 pm

There are actual real advantages to dual wielding.

For instance, pistol or wand and melee combos.
Your character switches modes based on the range of the target - if the target is out of melee range, you'll always use your ranged weapon, if they're in melee, you'll switch to melee. So, let's take that example vs a sword & boarder. I whittle away with my pistol ( maybe with a little knockback? ) By the time they get to range (if they do ), one melee swipe and they're dead. For your shield guy, you could let 'em run up to you and whack you and maybe take a few blows on the shield, but the choice is interesting.

Figure in execute, and the fact that you can boost it through affixes and stat investment and skills, and dual wielding has its attractions.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Zidders » Sat Apr 14, 2012 4:50 pm

I dunno about numbers, or any of that crap. Really don't care if i'm at a disadvantage. Maybe that matters towards the end of the game but I rarely get to the end of the game lol I usually get bored with a character around level 30 and end up making a new one. Wash, rinse, repeat. I like pistol and sword, personally. Arrrr!
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby TheLurker » Sat Apr 14, 2012 5:57 pm

Zidders wrote:I dunno about numbers, or any of that crap.


That's awesome! Statement of the week. :D

(Yes, that was truly awe-inspiring...)

That deserves its rightful place in history in replacing the last (time-honored) statement of the week - which was:

The Immortalized One wrote:"It's not monkeys designing these things, ya know!" :lol:


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Gonna remember that one for the next time some Republican tries to up and dismiss the evidence for Global Warming.

(I mean: 'Climate Change' - <ahem!>)


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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Chthon » Sat Apr 14, 2012 7:14 pm

travisbaldree wrote:Ok, theres a whole lot of stuff here but it is primarily based on assumptions about how things 'should' work that are not consistent with what we chose to do, and there are many reasons why we chose to do what we did.

Attacks are not simultaneous, and we don't pretend that they are - they alternate. If you have two identical swords and put one in each hand you do NOT do double damage. It's hugely imbalancing to do that, and means that dual wielding is the only viable way to go. Your dps when wielding two identical weapons is EXACTLY the same as if you were using one.

Apart from the basic double damage imbalance, mashing the damages together makes it easy to 'game' inherent properties of other weapons. Imagine I have a very weak weapon with a 20 meter range that can strike 20 enemies. Now I have a super strong weapon with 1 meter range that can hit one. I am dual wielding these weapons. Should my super strong short range weapon augment my multi target long range weapon? The implications are huge, and not good.

We DID introduce execute so that you CAN invest in getting double attacks where both happen simultaneously, but they must be of a similar weapon type to avoid big disparities in rate favoring one specific weapon combo.

DPS on weapons is just a helpful visual. Weapons have an attack speed ( which doesn't mean that if equipped they will attack x times per second - it means that from initiating a swing it will take x long )' and they have a damage they deal on strike, and they have an attack cone, a range, and a secondary damage percentage. Everything else is derived.

So, yes, if you put a 100 dps weapon in one hand and a 1 dps weapon in the other, your overall dps will suffer a LOT.

I don't know if I've helped or hindered here.


1. It helped in that it was a really clear explanation of how it's going to work. Thank you!

2. While very clearly explained, it's still the wrong way to do it for exactly the reason that xani and detama and I have already stated: There's just no reason to give up using your left hand for a shield or the benefits of a two-hander if you don't get better DPS in exchange for doing so. The fact that you will get worse DPS unless you have two identical weapons just adds insult to injury. To be fair, there will be some advantages to dual wielding, just not enough to make it worthwhile:
  • If you invest in focus, you get a DPS increase from execute. (DPS would increase proportionately with execute chance, which appears to be 0.2% per point of focus. So 500 focus (on your melee character) would get your DPS back where I think it belongs.)
  • Oddball combos like pistol and sword. Saves you from having to press 'w' -- not sure if it ever does anything more.
  • It might be possible to get a really, really, really great mod on a 1-hander that (a) isn't available elsewhere, and (b) carries over across both weapons.
  • There might be one or more really, really really good skills that require (or primarily benefit from) dual wielding.
Those are nice and all, but don't come close to justifying the loss of a shield or two-hander.

3. If it's really truly the case that getting full damage from dual wielding would be overpowered, it does not follow that the dual wielding mechanic itself is overpowered. It would follow that one-handed weapons are overpowered as compared to shields and two-handed weapons. The correct solution would be to nerf the damage ranges on one-handed weapons. Gimping the dual wielding mechanic instead leaves 1H+shield > 2H > dual wield, which is triply unbalanced.
(For the record, I doubt it's really going to be the case that getting full damage from dual wielding would be overpowered. I strongly suspect that the AoE on two-handed weapons will absolutely dominate everything else (unless there's some really nice spammable AoE attack skills that work with one-handers.))

4. The really great thing about your open design philosophy is that I don't have to to convince you that your approach to dual wielding is mistaken (though I'd really like to); I can fix it myself with a mod. :D
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby travisbaldree » Sat Apr 14, 2012 9:40 pm

I guess you'll just have to see it in practice and mod if you feel it's best :) Not sure I'm going to convince you one way or another.
I dual wield all the time - it means I can have more attack-devoted sockets ( which can provide significant damage improvements within my item level range - socketables have different effects in shields ), it means I can combine diversely-purposed weapons so that I can be a ranged and melee attacker really effectively at the same time, it means I get double-damage which I can influence through skills and gear bonuses which procs BOTH weapons if they have procs, and I have other stats that I can invest in for damage avoidance vs blocking with a shield.

Nerfing single-handed weapons I don't think is the answer - it still means you pretty much have to dual wield or use a 2 hander, and you have a HUGE penalty levied against you if you use a shield at that point. And there's lots of weapon combos where it simply doesn't make sense to attack at the same time - no way to swing a sword and fire a pistol that works in the real world ( or without looking silly in animation )
It's not just the damage and rates of damage vs what you get with a shield - it's how much chance there is to block, how much armor you get from shields, and a bunch of other things in skills that all tie in in ways that make it not that straightforward.

But that's cool :) I ain't hatin'!
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby detama » Sat Apr 14, 2012 10:01 pm

travisbaldree wrote:There are actual real advantages to dual wielding.

For instance, pistol or wand and melee combos.
Your character switches modes based on the range of the target - if the target is out of melee range, you'll always use your ranged weapon, if they're in melee, you'll switch to melee. So, let's take that example vs a sword & boarder. I whittle away with my pistol ( maybe with a little knockback? ) By the time they get to range (if they do ), one melee swipe and they're dead. For your shield guy, you could let 'em run up to you and whack you and maybe take a few blows on the shield, but the choice is interesting.

Figure in execute, and the fact that you can boost it through affixes and stat investment and skills, and dual wielding has its attractions.



in this case, i'm only using one hand pistol to attack long distance enemies, that makes my other hand empty, which isn't efficient, and when i have to face enemies using range weapon, i don't have the shield, which is dangerous if i'm facing a group of enemy that kills me with one hit together, or i can't use high damage bow to kill them quickly to avoid being overwhelmed. so why shouldn't i just use shield, or use a 2 handed weapon, if enemies come close, i run back a few steps and finish them with 2 shots instead of "one melee swipe", this way works a lot better because i'm concentrating on one weapon, all my equipments are carefully picked to increase that type of weapon's damge, once i have enough gold, i can also improve that one weapon instead of two separate weapons. since overall DPS in 2 improved weapons will be similar to DPS in 1 improved weapon, i saved a lot of money which i can improve that one weapon again. in the end that pistol will be a lot stronger than any other weapons, and further more, different type of weapons will mean nothing to my character.
speaking executing with dual wielding, it is only a small chance, if i want to improve that chance, i rather choose to improve critical hit chance, because chritical hit chance only require 1 weapon, and it has similar property with dual weiding. and also executing with dual wielding seems only happening with normal attack, but critical hits also apply to skills, which makes dual wielding even more useless considering that almost no one use normal attacks in late game due to enough mana. if dual wielding is only designed for people to have fun in early game, then it is completely useless in high difficulties.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby adoomgod » Sat Apr 14, 2012 10:20 pm

Just to add a concern that makes me feel dual wielding will be not so great:

In TL1 you could alternate weapon sets instantly with a hotkey. Q or W I think. That is to say you could have swordnboard in one, and 2 handed hammer in the other, or 2 pistols, or 1 rifle etc.

So you (travis) said that sword and pistol is useful because you could attack with pistol then finish with sword since the game detects the monster's range and only uses the weapon that applies for that range. Well...

Why not just dual wield pistols, hit the hotkey to switch weapon sets to sword and board.
Or a rifle then sword and board or 2H weapon.

Seems like itd be more of a powerful 1-2 combo to switch from range to melee instead of dualwielding them together, or am I wrong?
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby detama » Sat Apr 14, 2012 10:24 pm

travisbaldree wrote:I guess you'll just have to see it in practice and mod if you feel it's best :) Not sure I'm going to convince you one way or another.
I dual wield all the time - it means I can have more attack-devoted sockets ( which can provide significant damage improvements within my item level range - socketables have different effects in shields ), it means I can combine diversely-purposed weapons so that I can be a ranged and melee attacker really effectively at the same time, it means I get double-damage which I can influence through skills and gear bonuses which procs BOTH weapons if they have procs, and I have other stats that I can invest in for damage avoidance vs blocking with a shield.

Nerfing single-handed weapons I don't think is the answer - it still means you pretty much have to dual wield or use a 2 hander, and you have a HUGE penalty levied against you if you use a shield at that point. And there's lots of weapon combos where it simply doesn't make sense to attack at the same time - no way to swing a sword and fire a pistol that works in the real world ( or without looking silly in animation )
It's not just the damage and rates of damage vs what you get with a shield - it's how much chance there is to block, how much armor you get from shields, and a bunch of other things in skills that all tie in in ways that make it not that straightforward.

But that's cool :) I ain't hatin'!


sorry i was replying your last post the same time you posted this one, i see what you mean that sockets does have something to do with the damage, but that case, you need to find more gems, i can just use a 2 handed weapon that just have high base damage, and spend the gold i saved to further enhance the weapon or armors, so if i want high damage, i can use W to switch to a bow, and when i need more protection, i can switch back to pistol + shield.
i don't get what you mean about "double-damage which I can influence through skills" part, i assume some skills deals damage depend on the sum of both weapon's damage, is that right? if that's the case, then yes, dual wielding is good enough as long as we don't use normal attacks, and in the end game play, any skills that don't use the sum damage but only one weapon damage become useless, that's the problem i was talking about the previous post. and if skills don't use sum damage at all, then as i said before, dual wielding will be completely useless. in the real world, nobody attack with sword and pistol the same time, true, but that's because nobody will equip them the same time in the beginning, and in real world, i believe most of the dual wielding weapons are meant to double the attack speed, attacking the same speed as one weapon while dual wielding ruin the purpose of dual wielding.
at last, about the shield, the chance of block really shouldn't be ignored, it successfully protected me from dying in TL1 hardcore, the chance of block may not looks good if we increase 10% chance to 15%, but it will be huge change if we increase it from 90% to 95%, what i mean is each percent of block chance is getting more valuable everytime we add another percent, and shield adds the most value of block chance, which is something should never be ignored in veryhard + hardcore game, because survival has higher priority than kill fast

i think that people love to use pistol and sword combo are trying to enjoy the game in their own way, they don't really want to challenge the most difficult part of the game, they satisfy the normal mode as long as they are happy, and that's what the game should give them, but if the dual wielding is designed for this group of people, then it will lose its original purpose, more weapon --> more attack speed --> more damage, cut the enemy in half blazing fast, that's what real dual wielding should appear, not acting slowly and leisurely like he's enjoying his tea.

it is true that dual wielding will be too powerful for now if the damage add up, but that's only because how the damage from weapon set up. usually single handed weapon will have about 2/3 or at least more than half of the damage that 2 handed weapon can have, which cause using dual wielding will always end up higher damage than 2 handed weapons. also 2 handed weapons always have their disadvantage by being one single item, less property, less socket for gems, and most importantly, less damage (the reason i never use 2 handed weapons). so i suggest increase the damage of the 2 handed weapon instead of preventing dual wielding from attack the same time. that will make dual wielding weak in a different way, but more acceptable.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby amb2010 » Sat Apr 14, 2012 10:33 pm

I think people are just min-maxing a bit too much considering what we've got to go on. The mechanic does sound a bit awkward but lets wait until the game gets out to talk about how much it gimps you or which method is "optimal". Is it going to be the best? Of course not and as far as I know, no game has dual wielding that is better than sword and board or two handers barring broken skills or mechanics. Theoretically two weapons should double damage, theoretically us having 4 arms should increase productivity as well but hey, all that extra blood needing to flow would cause anemia to the point that we'd blink and pass out. If you wield two weapons, especially two different types, you're splitting your strength, concentration and skills in half. Of course that's not going to be "as effective" however not being "effective" and "not working" are two totally different things.

I'm starting to find this whole thing a bit silly and pointless now folks. Not only is this decision heavily based on preference (pistol+sword looks awesome) but why care what's the "best"? If you can play the game with it, it should be fine right? Since when could we not sit down and enjoy a game unless every character we make is a min-maxed "optimal" build. I understand folks enjoy doing that stuff but really if you don't think dual wielding is "optimal" then don't do it. It's the same thing either way, dual wielding is weaker than not dual wielding? Buff it so it's better like it should! But then not dual wielding becomes weaker and therefore "less optimal". There's no way to balance them out completely, it's a pipe dream.

A developer, someone with a lot of hands on experience with the system, has taken time out of their day to explain how the system works, why it works that way and that it is a feasible way to play the game. Why sit here and bicker back and forth about it if it works? Especially when the only reasoning as to why it's not good is theories.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby travisbaldree » Sat Apr 14, 2012 11:44 pm

Just to add a concern that makes me feel dual wielding will be not so great:

In TL1 you could alternate weapon sets instantly with a hotkey. Q or W I think. That is to say you could have swordnboard in one, and 2 handed hammer in the other, or 2 pistols, or 1 rifle etc.

So you (travis) said that sword and pistol is useful because you could attack with pistol then finish with sword since the game detects the monster's range and only uses the weapon that applies for that range. Well...

Why not just dual wield pistols, hit the hotkey to switch weapon sets to sword and board.
Or a rifle then sword and board or 2H weapon.

Seems like itd be more of a powerful 1-2 combo to switch from range to melee instead of dualwielding them together, or am I wrong?


You can absolutely do that. But you can't weaponswitch in mid attack - so you'd have to time it PERFECTLY to get the same speed advantage as dual wielding.
I'm just giving one example of things I think are interesting about it. I listed many more that I also think are interesting.

It's really hard for me to give you an accurate picture of how this is useful, because there are LOTS of little things across the board, and all of the systems in these sorts of games are very interconnected.

Torchlight 2 has a much more complicated combat model than the first did ( under the hood ) and there's a lot more variety to how weapons work, and a lot more differentiating factors.

About all I can do is say, look, we sat down and went over dual wielding and came up with a lot of things that, in aggregate, we believe make it considerably better than the previous game. In the end, you'll just have to see how it feels!
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby travisbaldree » Sat Apr 14, 2012 11:47 pm

Also, I'm never really going to be able to combat an assumption that dual wielding 'has' to mean that you attack twice as fast. It's a game system/balance decision, and we went this way for lots of reasons - I guarantee we combed over everything in the combat model and rebuilt it, and it wasn't an errant decision not to make you do constant double-attacks with dual-wielding.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Hue » Sat Apr 14, 2012 11:53 pm

adoomgod wrote:Seems like itd be more of a powerful 1-2 combo to switch from range to melee instead of dualwielding them together, or am I wrong?

Optimising the controls will obviously optimise your gameplay. It's like the difference between amateur and professional RTS players. Professionals utilise all the controls much more efficiently to optimise their output, while amateurs will simply do what they can with the basics. The point is, you can switch weapons and skills if you want to optimise your output, but it's more complicated than dual wielding a sword and pistol. The sword and pistol option is so simple you can play just using the mouse, and have all your skills usable at the one time. Switching between dedicated ranged or melee weapons will obviously require two hands, and will also you have to switch weapons before you can use the skills that require that particular weapon.

Detama, and others... It seems like you're simply wanting dual wielding to be the most effective choice, which would be a flaw in itself. If you're really wanting to find the "best" choice, and believe that two-handed weapons or sword and board combos are a "better" choice, then choose that instead. If you simply want dual wielding to be the best choice, then mod in your own method, because as we know, that's going to make it overpowered, and consequently, make it the best.

And on the topic of being able to use twice the number of weapon-based item sockets when dual wielding, how is requiring twice as many gems a negative point? Yes, you could simply spent those gems, enchantments, time and money investing in improvements for your two-handed weapon, but you can invest twice as much in two one-handed weapons than you can in one two-handed weapon, and hence get twice as many bonuses. Yes, it will cost twice as much, but you'll gain twice as much. That's sorta how it works.

In the end, it just comes down to flavour. There are heaps of ways to augment your damage, and you may very well find that the best way to do that is by investing in critical hit chance. However, some people may be more interested in investing in critical hit damage, resulting in fewer, but more powerful, crits, other people may be more interested in investing in chance to execute, because, for example, the Berserker's charge mechanism reduces the need to rely on crit chance, and would make a fully-charged charge bar twice as deadly. Different people might prefer to invest equally in all three, or heavily in two, resulting in different advantages and disadvantages. The point is, executing is a valuable consideration, and you can't simply dismiss it because you'd rather invest in crit chance.

Oh, and lastly, if we are comparing this to real life, swords and boards would win over dual wielding. Like... All the time.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby jamesL » Sun Apr 15, 2012 12:27 am

yeah, Travis is the only here that's actually played the game and dual wielded, so maybe we should just take his word right now that it works well.

We have a chance to execute (hit with both weapons at the same time, so sum damage)
We might have poison damage on one weapon and cold damage on another, so that might be useful
There might be a skill similar to D2's Double Swing http://classic.battle.net/diablo2exp/sk ... oubleswing
TL1 had http://www.runicgamesfansite.com/showwi ... +and+Parry the "Block and Parry" skill, maybe TL2 has something similar.
We don't know skills work that use weapon DPS as their damage. In D3, even the wizard's spell attacks are based on weapon DPS, and I think when he dual wields, only the main hand weapon DPS is used. If TL2 is the same, then maybe dual wielding with a high DPS weapon in the main hand for the skill, and a low DPS in the off hand with a "chance to slow" or "chance to bleed" modifier.

One thing we do know about 2 handers, the very first kill in this video shows killing 2 enemies with one swing
http://www.gametrailers.com/video/pax-e ... -ii/729057
That's probably an example of the splash arc" Travis mentioned -- "Most other 2 handers have splash arcs and longer range than standard melee."

And I think the whole assumption that you need a shield in hard difficulty is a false one. I played hardcore, hard difficulty in TL1 with a bow. I played it with a 2 hand staff. I played it in D2 with a spear.
But maybe you're right. Maybe they're doing a really horrible job balancing the game and once it comes out we'll discover that the only way to complete hard difficulty is single wield, sword and board.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby xani » Sun Apr 15, 2012 12:42 am

travisbaldree wrote:Also, I'm never really going to be able to combat an assumption that dual wielding 'has' to mean that you attack twice as fast. It's a game system/balance decision, and we went this way for lots of reasons - I guarantee we combed over everything in the combat model and rebuilt it, and it wasn't an errant decision not to make you do constant double-attacks with dual-wielding.

Well, dual wield = double speed doesn't have much sense , if someone is doubting, take two heavy sticks and try to swing them both at once versus alternating them. Swing strength is not only strength of arm wielding a weapon, it's whole body movement and you can't use that when you try to attack with both hands at once.

So basically dual wield has its benefits when using skills that can utilize both weapons, and when specced for it ?
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Hue » Sun Apr 15, 2012 12:46 am

xani wrote:So basically dual wield has its benefits when using skills that can utilize both weapons, and when specced for it ?

Which makes sense from the game's point of view, as the same applies to two-handers, sword and board, etc.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby fkl » Sun Apr 15, 2012 1:39 am

from what I understand, since double damage would seriously imbalance the game, there is only a little advantage for dual-wielding offensively. and most of this advantage comes from dual wielding different type of weapons such as one melee and one ranged.
but since we gave up shield there is a big disadvantage defensively.

couldn't this problem be solved if we did not ditch parry? dual wield realistically could increase our parry chance and this could be our compensation to overcome this big disadvantage. and since dual wielding the same weapons is even less advantageous, it could give even more boost to parry. imagine you are wielding two fist weapons in real life, you'd parry the hell out of most attacks.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Dusho » Sun Apr 15, 2012 2:19 am

Ok, so as it looks everyone agreed that actual damage output calculation has got more complexity now.
Ideally it should be as simple as possible so it is easy and fast to compare two weapons - what's better. But with dual wielding and 'execute' possibility and 2handers that do AoE damage as basic attack it is really hard (DPS number doesn't say much really now, guess that's why the number is in smaller font than it was before?)
If the damage calculation is a complex 'black box' then maybe options to give some clarity are:
- have detailed stats with actual REAL damage dealt to monsters, include maybe even damages in AoE (cone) as well as damage over time (DOT)
- have training dummies (next to weapon vendor) in cities where you can check your hitting in practice - speed, damage (also AoE - so several training targets next to each other) and range of weapon
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Hue » Sun Apr 15, 2012 3:26 am

fkl wrote:from what I understand, since double damage would seriously imbalance the game, there is only a little advantage for dual-wielding offensively. and most of this advantage comes from dual wielding different type of weapons such as one melee and one ranged.

Actually, the biggest single advantage to dual wielding would be execution, which comes from dual wielding two weapons of the same weapon type. Two fists, two swords, etc.

Dusho wrote:- have training dummies (next to weapon vendor) in cities where you can check your hitting in practice - speed, damage (also AoE - so several training targets next to each other) and range of weapon

I'd support this.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby xani » Sun Apr 15, 2012 7:19 am

fkl wrote:couldn't this problem be solved if we did not ditch parry? dual wield realistically could increase our parry chance and this could be our compensation to overcome this big disadvantage. and since dual wielding the same weapons is even less advantageous, it could give even more boost to parry. imagine you are wielding two fist weapons in real life, you'd parry the hell out of most attacks.

Dualwielding fist weapons, say brass knuckes.... dude attacking me with sword..... nope, cant find a way to parry with it. If those two weapons were swords it would probably make more sense :D.
Oh, well. someone will mod either parry or speed or w/e :D
xani
 
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