flushfire wrote:why cant sword's feat also give you the equivalent of 3 turns of parry?
Oooh, that's a nice idea...
So if you invested
heavily in sword you could be getting hit only two turns out of 5 even in a mass of attackers. That might be reasonable. And it gives a better benefit for lower level users as well. If combined with the feint skill I proposed, and again heavy skill investment in
both, you could be getting hit only one turn out of 5 in melee. Still reasonable at that kind of investment. I agree this would to some extent give an alternative to the high armor approach. You still have to take ranged attacks into account there though.
If we have this kind of sword feat to apply to ranged attacks as well (which I think it should, no idea if it currently does or not) then perhaps we should also allow the feat to be triggered even if there is no adjacent enemy to strike at. This could, for example, allow the sword user to close with ranged attackers while avoiding some hits on the way. (Or assist in running for cover). Currently though the feat is just triggered with a shift attack, so I'm not sure how to implement this best. Shift-clicking on just anything in sight (no attack if it's at range but the rest of the feat triggers) might work, but seems a bit artificial.
flushfire wrote:also, reducing cooldowns (assuming all cooldowns are the same) could possibly balance the less useful feats.
Or perhaps we balance the other feats up to the same attractiveness as bow, but then require more skill investment to minimize the cooldown across the board. I'd be in favor of this.
Currently it's something like 100 - (skill level * 3), with a minimum level of 5. If it were adjusted to 100 - (skill level * 2) instead, our bow feat spamming friends can still do their thing, but it will require another 5 levels worth of skills for them to get there.
That also emphasizes the whole point of the feat - big benefit, spend it wisely you only get it once in a while.