Choice of starting weapon, or get all weapons

One thing they should do is allow you to replace the base rune on a weapon. I love the katana, its attack style is amazing, but the plague swirl is Garbage.

Being able to overwrite the base rune would allow for more customizations of weapons as well.

Right now I’m stuck with it being a white weapon, which is still super good, but if I enchant it and go for the rare or plagued damage increase, I’ll be stuck with the plague swirl.

Also there is a mid game halberd I found on my archer last night too.

If you farm it out you could have a halberd by lvl 8, or keep one you find on a different character and give it to your halberd build.

That is lvl 8 with pure strength/dex

What I do is make my main warrior the blacksmith. So all blacksmithing plans go to him. Same for mage and Archer with staff and enchant blueprints and bow/ wood working blueprints respectively

I started playing day 1 of early access and I didn’t get to the blacksmith for an hour or two - I was exploring everything else I could. On day 1 the blacksmith did NOT have one of every weapon type - thanks to feedback he now basically has one of each. So good on the devs for that, they listened and responded.

Even so I basically agree that we should be able to choose a starting weapon. Keep everything at the blacksmith as well in case you decide you’re not crazy about the weapon you picked.

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I think that’s the one I have.
Haven’t found another one yet but I’d love to see the bardiche. I think that’s generally my favorite aesthetic of weapons.

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Yeah , they could at least tweak the drops so that we can get different weapons to try and then invest minimum points.
Took me like 30 Hrs to get a spear, got mostly staffs and daggers.
we should have a respect system only for the early access so we can try some weapons for our favorite builds…
Again the drops are horrible…

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That’s a good way to go about it. Since I keep starting new characters with limited inventory space I just keep reading the blueprints to free up space and that’s going to bite me in the butt for sure.

oh i think i have missed it this whole time, the blacksmith sells it. but it has int req xD
but at least i’d be able to buy as many as i want for better stats xD

yea as i said it makes absolutely no sense to be INT xD

I dunno, battle mage with a giant bardiche? Sounds pretty cool.

but i don’t want to play a mage. and that’s kinda the point about why everyone’s having a problem with the system rn. it doesn’t help players to play their fantasy. if anything it forces players into a specific fantasy because it says “this weapon is for this archetype”

I feel like the current stat requirements have little to do with the weapons themselves. Like a bunch of these int faith weapons don’t do anything magical. What it feels like to me is they tried to divide weapons evenly between stats so there was roughly X weapons for strength, x for Faith, etc.

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I made a post about this exact issue, I even included a test with pictures.

Long story short, weapon visuals should reflect their stats. If you have a generic greatsword it should scale with the appropriate stats. If it looks magical it should scale with Intelligence in some way. If it has like purity seals it can be Faith based.

A Test to see if Weapon Visuals and their Stat Scaling match your expectations

i think that there shouldn’t be specific weapon scaling at all
just
str: melee
dex: stabbing melee, range
int: magic
faith: something i dont know

so a mage with a lot of int shouldnt hit like a truck with a staff
they should hit like a truck with a fire ball

I wouldn’t want it to be that simple. I still want to be able to have things like an int character using an ice greatsword. Or a strength guy with just a little faith for a flaming greatsword. Not to make it where an int character can’t do melee and can only cast spells.

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well you can still tweak things like that and introduce f.e. magic damage on weapons.
simple as that. but i just think it would work better if stats would scale a damage TYPE rather than a specific weapon for no particular reason.
faith could f.e. increase elemental weapon damage.
many weapons could have inherent elemental damage that gets activated by faith.
support playstyles. not weapons.

I think the current system works great, just needs a little tweaking. I love being able to play a mage and still be able to melee effectively. If I wanna go full mage, and be proficient in the staff melee, that’s amazing cause then I’m not pigeon holed into simply spellcasting, I can be like gandalf and whack people in the head with my staff and not have it only do 2 damage like every other game.

Best thing is the weapon requirements actually provide more different character build variety, and they are definitely gonna be adding more weapons for each build, be it full str or dex or int or faith or hybrids.

I don’t think they should remove this because then it just becomes every other RPG stat system where one stat does mostly one thing, that is gives bonuses to character stats. But they should keep weapons generally more akin to their stat requirements.

A short bardiche doesn’t really align with intellect, unless they were goin for, it’s short so you have to be smarter to not maim yourself while wielding it.

They should give some primary bonuses to the individual stats as well though, like str giving more HP, int giving cost reduction or max focus, dex giving stamina cost reduction or total stamina, faith giving more healing effect % or health and focus Regen or something like that.

The str/int weapons should definitely have slightly more magical properties, and the str/faith should have more alignment with holy magic, even if it is just in the rune.

That being said the rune on the str/int short bardiche is an magical ice ram, so it looks like they are going on this direction. But it’s still early so they have so much time to add in and modify the effects and requirements for weapons to more fit their respective classes.

This 100%, people should have that freedom. That feeling of, and then the wizard pulls out his greatsword. I just think the greatsword should NOT look a generic greatsword a Strength user would use. But like a magical greatsword. Like a blade made of pure ice.

The visuals as well, if a player finds a weapon and expects it to be for his class he is gonna be disappointed if he finds out he can’t use it. Icebreaker is the best example of this, standard looking zweihander but scales with Intelligence. Description and name imply it’s magical but the visuals don’t match it.

I furthermore agree with everything else except:

I think this goes against the core game design. I do however think we should be able to achieve this through other means like affixes, enchants or feats.

I don’t think there is an issue with a mage also being a good melee fighter. they simply level int and str then. But in the current system you are basically anything regardless of your build as long as you accidentally meet the stat requirements. I would like to have the freedom to build a specific character regardless of weapons shoehorning me into that. Like what if I want to build my HP beast character with a lot of str but using a nimble pole arm, i have to dismiss all of that str to level dex or i want to make an archer with a lot of focus to do special attacks but then i can’t use any bow because I don’t meet the weapon requirements even if I was content with just not dealing as much damage. With the current system you can’t create builds you can equip weapons that represent a build.

With an archer you don’t have to build into a ton of focus, I wear one band of calmness and put 3 points into focus and with focus on focus use and focus on damage dealt i can basically fire off unlimited single arrows and cone shots with good rolls.

And because the damage comes from the stat scaling of the weapon you can do exactly what you want to with the halberd. High damage, high health. 21+21 dex/str and up to 42 or more into HP, then get HP bonus % on your gear and flat damage increase on the weapon.

The builds are very customizable right now, and a lot of the customization comes from the stats on gear to make your build what you want it to be, with proper usage of both you can have your 270 HP, high damage halberd user, even if you’re goin 25 into equip load for plate gear. If not and you’re wearing leather then you’ve got even more stat points to put into HP or weapon damage.

I don’t think you’re being restricted from building what you want at all, and I like that this game approaches builds differently than others just using base stats, it gives characters more identity. When you create that halberd character, that’s what he’s gonna do, that’s what he’s trained to do his whole virtual life, not all of a sudden switch to a staff and start bashing heads in cause there’s no requirement to use it and he has high strength.

The way they are approaching builds is fresh, and fun, you just gotta think about it differently and you can build whatever you want.

I built out a plate armor battle mage with str int and high HP, who wields a 2h, and took elemental 2h runes from other weapons so I could have ice, fire, and lightning infused attacks on my 2h, then with gear built into focus on damage and %hp and total stamina and stamina Regen.

Literally a badass battle mage. Can’t rly do that in other games because they pigeon hole you into one class.
At least in the game you have multiple choices in weapons and a ton of variety in your gear stats so you can build what you want.