Roben_DuMarsch
Recruit
I start with an assumption that you can agree or disagree with:
The mod is relatively balanced, with the exception of melee encounters. In Melee, builds with higher agility have an extreme advantage over those with lower agility, both because of the speed of character movement and the relative speed of swings.
Why I think this is a problem:
Warband was balanced delicately around the concept that after parrying an opponents swing, one can retaliate with a counter swing before the opponent could spam a second strike (assuming you, the player, were quick enough.)
If your opponent has much higher agility, they can ALWAYS swing again before you can, removing any ability to counter your opponents melee strikes with a strike of your own.
What I think the solution is:
Currently the leveling system is modeled after cRPG, with 1 attribute point and 2 skill points per level, with 2 skill points being the equivalent of 1 attribute point and vice versa.
We need to leave that system behind for the sake of:
a) Balance
b) Realism
c) Fun
I propose characters start with 9/9 and 3 skill points.
They get a new attribute point every 3 levels, a skill point every level, and 6 skill points = 1 attribute point.
Why I think this will fix the problem:
This will reduce the min/maxing potential, and total agility cap.
This will make it so that the total agility one may have with a level 30 character is 21... but for a decently balanced character, 18 will be the cap (twice the agility of a level 1.)
By reducing the total variation in agility between players, the disparity between melee swing speed will allow for better melee counterplay.
Additionally, unrealistic and unbalanced elements of gameplay will be removed:
We will see less people outrunning horses with 190 reach polearms that swing twice as quickly as a dagger in a normal persons hands.
The mod is relatively balanced, with the exception of melee encounters. In Melee, builds with higher agility have an extreme advantage over those with lower agility, both because of the speed of character movement and the relative speed of swings.
Why I think this is a problem:
Warband was balanced delicately around the concept that after parrying an opponents swing, one can retaliate with a counter swing before the opponent could spam a second strike (assuming you, the player, were quick enough.)
If your opponent has much higher agility, they can ALWAYS swing again before you can, removing any ability to counter your opponents melee strikes with a strike of your own.
What I think the solution is:
Currently the leveling system is modeled after cRPG, with 1 attribute point and 2 skill points per level, with 2 skill points being the equivalent of 1 attribute point and vice versa.
We need to leave that system behind for the sake of:
a) Balance
b) Realism
c) Fun
I propose characters start with 9/9 and 3 skill points.
They get a new attribute point every 3 levels, a skill point every level, and 6 skill points = 1 attribute point.
Why I think this will fix the problem:
This will reduce the min/maxing potential, and total agility cap.
This will make it so that the total agility one may have with a level 30 character is 21... but for a decently balanced character, 18 will be the cap (twice the agility of a level 1.)
By reducing the total variation in agility between players, the disparity between melee swing speed will allow for better melee counterplay.
Additionally, unrealistic and unbalanced elements of gameplay will be removed:
We will see less people outrunning horses with 190 reach polearms that swing twice as quickly as a dagger in a normal persons hands.