IMHO, people should be able to use different weapons according to the situation on the battlefield.
Useful weapons:
- Battle Axe of 12th Bay
- Steel sword + shield/bucket of water
- Bronze sword (early game) + shield/bucket of water
Neglected weapons:
- Bow (badly nerfed)
- Spear (badly nerfed)
- Sling (badly nerfed)
- Wrought Iron sword
- Metal Axe (you cannot even through it)
- Bronze sword (late game)
Planning to implement:
- Double handed sword (assumption based on Valhalla)
- Battle Hammer (or just the sledgehammer)
My view on the battlefield:
- The battle archery should also require the strength (it's not easy to pull a war bow) as well;
- Remove the ratio of archer's perc. vs the enemy's agi. It's a nonsense. People should be able to deflect the arrows with their shields or armour only. Ideally, it should take 4 full-meter close-distance arrow shots to KO someone. Since archery doesn't remove the HHP, you would prefer to be KOed by an archer, rather than get killed while being chased by b12 guys.
- Spears should return to the game as well. You can equip it into 2 hands or 1. With 1 hand you can use it only as a melee weapon with higher "sting" modifier + shield. Without the shield you should be able to through it. It should take 3 shots to KO someone as well (you cannot really carry that many spears in your backpack).
- The fyrdsman's sword should do more HHP damage.
-You should be able to use 2 bronze swords at a time for 1.5-1.3 modifier for melee moves.
- Make the Battle Hammer dependent on UA, not Melee.
Battle Decks:
- implement moves that would allow you to fight with either full Melee or full UA decks. Therefore, people would be able to catch up faster (nowadays you've got to have certain amount of ua to fight as a melee fighter);
There is also a need for the teamplay (credit to Jordancoles) to make the game more fun tactically: we used to use the coin stacking in couples for the purpose of the defence. That has been nerfed. However, there was also an opportunity and the biggest problem for the H&H fighting system - being unable to help your comrade if he/she is running low on defence. There is nothing you can do if the person is cornered and bodyblocked by alts and mains. Therefore, instead of looking and feeling like classical medieval war conflict, the hafen's PvP turns into outrun - corner - KO - run - run - drink - run - use a move. It doesn't look seductive to the new players, as well as the old ones either.
Some ideas for teamplay fighting:
- shield up amplifier and modifier if you are next to a person with a shield. So, if you are a guy with b12 next to a guy with a shield, he will transfer some of his shield up defense % on you. If you're a shieldman next to a shieldman, that effect multiplies to a certain amount. If you're being attacked by the archer and you are standing behind the shieldman within 2 tiles, the arrows should be blocked;
- transfer some temporary SHP to your teammate via hearth magic or opium/ or bard's song/bannerman;
- creating a new banner system (roleplay, kingdoms enhancement). Your king can assign the kingdom's banners. The bannerman creates certain buff around himself while holding it (determined by the kingdom buffs). Could be fun with the combination of some music;
- ability to knockback someone by a shield by 1 tile, so you will be able to avoid the bodyblocks;
- the wrought iron sword gives a % agility boost when using MC abilities, but this only works when the damage is being dealt by the sword itself. Dual weilding would be viable if it weren't for this. Zero reason to ever sting/cleave with a wrought iron sword. Would be nice if it was majorly an offhand.
- consider balancing the KO thing more. So it will still feel dangerous to fight, but also you'd be in a good shape after dying (inheritance mechanic, make numening much easier).
- made some moves like Opportunity Knocks efficiency reliant on credos, so you won't have the swarm of alts 0-ing your def, while the mains would do the final blow.
Archery:
- different types of bows. Horseback bow for better aim while mounted, less damage. Longbow for higher damage. Hunter's bow with high damage only if the target has no armor and etc.
- it would be nice to have some archery-related moves (credit to Dante). For instance: 1. Powerful shot (it does more dmg, takes more time for a full aim); 2. Long shot (fast aiming at big distances, but low dmg); 3. Stunning shot (needs more str, agi and perc than your enemies have / if the arrow hits the target, it will slows down for 0,5-1,5 sec. This shot has a chance of being successful. Shooting at the back of the enemy increases the chance).