Disclaimer
I do realize AMAGI already made a topic about weapon weight. I’m only including my own so the other ideas I’m posting make sense. Also, some of these other ideas are based on ideas from other players.
Mechanics
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Weapon weight: Swing speed is affected by weapon weight. The number of ingots in construction could set the base weight. This would make players think more carefully before adding a dozen blades to their weapons. Weight could affect shields based on their size.
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Material weights: Different metals/alloys could have different weights. This would mean players can balance raw damage with swing speed when constructing weapons instead of just making everything from valyan or occasionally palladium.
Having a “best” metal takes away from the variety of items. -
Recovery speed: Have a recovery buffer from attacks, so heavy weapons can’t be reused too quickly, but things like daggers, katars and katanas can.
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Shield parry: Players can do a wide swing with their shields. If it hits a weapon that is being swung at the shield user, it can knock the weapon back, adding a delay before the attacker can swing again.
Heavier weapons, especially hammers, require a larger shield swing arc to parry.
Large shields would offer more protection, but shields would offer a higher parry chance due to the weight, if the shield user is skilled enough. -
Teleportation limit: If a player has dealt damage to or received damage from another player, teleportation distance should be halved for 20 seconds. Forces players to stand their ground, somewhat.
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Selective injuries: Hitting a player with enough damage in a limited period could slow that area briefly. This means a few stabs with a dagger in the arm or a strong hammer hit could make it harder for that player to swing quickly, a hit to the body could affect movement speed, or a head hit could affect vision. These effects would be short.
The idea is that it allows highly skilled players a way to really perfect their fighting skills.
Armour could offer protection from these effects, depending on both armour and weapon type. -
Blocking: when a weapon hits another, the swing speed is reduced for both, effectively lowering the damage received. Weapon weight plays a big part in how much the speed is reduced as well. No stopping a warhammer with a dagger. This would open up some interesting combat techniques for skilled players.
Weapon specific:
Decided by the damaging weapon part that costs the most ore. If all parts have the same ore cost, the first blade added sets the base weapon type.
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Hammers: Slower swing speed. Longer attack recovery. Higher crippling effect, especially to head. Stronger Divine Slam. Can affect durability of shields.
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Sickles/scythes: Highest cripple direction to body and limbs.
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Rapiers/Spears: More damage on stabs/lunges.
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Halberds/tridents: Slightly more damage on stabs/lunges. More cripple effect than spears.
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Large axes: Slow speed. Very high durability damage on wooden shields.
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Small axes (tomahawks): Can be thrown for bonus damage.
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Curved swords: More damage on swings, less damage on stabs when compared to swords with straight blades. Decent speed.
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Great swords: Very slow swing, high damage. Resistant to parties. Damage buff if 2 handed. Best at blocking other weapons.
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Daggers/tonfa/katars: Highest attack speed. Shortest attack recovery time. Can only cripple if multiple attacks hit the same area in a short time.
Parries have a bigger effect on these weapons.