Quoting Spitzvogel, reply 39In general there are imho way cooler mechanics that can be added for spears that also feel less cheesy.
What mechanics would make things less cheesy and just as fun?
Honestly I really want counterattack, when defending as one ability for spears. Currently all these abilities that trigger when defending seem rather lackluster to me as I really only "defend", when I can't do anything else.
I don't quite understand what direction the weapons are going.
In the previous game the weapons had more purpose and variety..... (...)
I fully agree, but I can also understand the design decision to remove the damage types as the related armor value was:
a Hidden in the armor tool tip
b Didn't really seem to matter that much
However I really liked the weapon and armor mechanics in the master's affliction mod, e.g. chain mail being crap against blunt weapons.
I am currently obsessing a bit on how to balance weapons and so far I am thinking about 3 steps for balancing, but I really need to fully understand the math before I can put numbers to the idea, but let me maybe explain the basic idea.
1. Balancing the damage over time.
Generally all weapons of a certain tech level and which are for example one-handed should (in this step) do the same damage against an unarmored target, i.e. weapons having an init modifer or weigh more than the basic value X either receive a damage buff depending on whether they make you attack faster or slower. Indirect init reduction via weight should generally lead to a slightly higher damage than direct init dbuffs as they also reduce the remaining weight capacity.
2. Factoring in the effectiveness against armor
Basically armor penetration should be based on the type of damage: Cut, pierce or blunt. Cut would be the baseline meaning 0% penetration (Yes, I know that straight blades are used differently than curved blades). Spears are imho OK at 50% penetration. Maces should be somewhere between 50 and 75% penetration (I am a bit unsure here). Giving a weapon armor penetration would then mean reducing the base damage. Swords with 0% penetration would then be highly effective against unarmored and lightly armored targets and being rather pointless against targets in plate. Maces on the other hand would really shine against better armored targets while being rather mediocre against unarmored targets.
3. Special abilities
Baseline (backswing, counterattack, immune to counter, bash): Those are imho pretty close, but might need some fine tuning.
Special abilities (the fun part): Those should really be balanced against each other without taking the other stages in account. Imho the mace special and cleave are pretty close. Like I already said cleave just needs daze upon use. The same point could be made for impale I guess.
General thoughts on specials: I really disliked the removal of the great sword and I actually wondered why an ability like "Cleave", which game play wise actually seems like a swing in a big arch can't be bound to two-handed (non spear) weapons in general. Partially this is now the case with axes being two handed, but imho it would fit to the great sword just as well.