They nees to rebalance the basic mechanics of dps.
to me they are
Damage
Armor Pen %
Stamina usage per attack
Reach
Animation Speed

What they are missingbosbthe counter to each…and armor class, shields and armor buffs could be that.

There are 3 weapon classes
2 handed-5 sub classes–Sword, Hammer, Axe, Spear, dagger(claws and whirlwinds fall in this)
1 handed-5 sub classes–Long sword (broad), short sword, axe, mace, javelin
Ranged–2 subs–Bows and orbs

Offhand are utily–Throwing weapons, shield.

So using a system where the semi-counter to a weapon class is the armor class would help mix up builds.

I would first make daggers and javelin utily to stack DoT and debuffs on every hit (cripple, bleed) more than actual damage and ap.
The 2hand and 1h classes would debuff once on 2nd or 3rd hits.

Remove sunder, as AP% does the same effect basically.

Then
Heavy armor–Negates DoT time by half(?) And reduces AP% by half. the con is it causes 2x stamina usage in general.
Medium-negates DoT time by 25%, And has no effect on AP%, and stamina usage is 1.5 times.
Light–no effect to Dot time. And No effect to Stamina usage.

The stamina usage would help on a light utility/ranged build to allow for “spamming” shoys etc.

No armor and light are identical, except light armor jas the most stamina and health buffs. Heavy would be geared towards str and agility % for weapon % buffing.

Medium woild be a mix of light and heavy buffs.

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