They change how off/def work? May 19, 2019 4:58:26 GMT -5 via mobile
Post by kannot on May 19, 2019 4:58:26 GMT -5
I don't think they ever changed what off/def actually does, but two years ago or something like that, they made it so that your offense needs to be within a certain range of the target's defense, and vice versa, in order to have a chance to increase off/def, weapon skills and two handed (but dual wield was apparently excempt). Also, some of the new classes start with higher offense than the old guilds did. I know at least enforcer starts higher than warrior did, and raider probably has more than ranger did. They also now start at apprentice weapon skills instead of novice.
I was unable to ever surpass journeyman weapons on enforcer. Tried for ages and it just didn't happen. Right out of the gate, I could barely get a miss off anything you can realistically go and fight. By the time I'd trained up parry and defense to the point where I could take on things like gith, tarantulas and mantis, those could no longer dodge me. Well, I could eke out maybe one miss per three tarantulas, but at that point I wasn't even sure I could still gain from them anyway even when I did occasionally miss. I tried joining the Byn, but nobody there could dodge me either and the clan was pretty cucked at the time so I gave up on that as well.
On the other hand, I've raised weapons to advanced on miscreants with laughable ease using basic 'rinth NPCs and things like that. Things my enforcers and raiders couldn't even hope to miss at low journeyman. Offense goes up at a rate that depends on how close your class is to "heavy combat," and it just seems that the heavies are at serious risk of getting screwed over by their own offense. You can only bypass this problem if you have someone with really high defense to spar with, and you usually don't. There usually aren't any such characters in the clans that spar.
Now that there's always a chance to miss, things may be better or they may not. Depends how lenient the off vs def calculations are; if you're at the point where something can no longer dodge you the normal way, will the "always a small chance" type of dodge even help or will your offense already be too high against their defense to qualify for gains anyway? Couldn't say, but I suspect this feature probably doesn't do much to solve the problem. To really make meaningful progress, you have to miss 5+ times per fight.
Also, unless you're heavily exaggerating, the way you described the difficulty of raising skills makes me feel that with the new classes there isn't much of a point to going heavy combat other than for disarm/bash or a variety of multiple weapon skills?
Are both of the latter mentioned things super important or are the heavy classes just a pipe dream of starry eyed players hoping they make it long enough to be master weapon skill legends?