Enable different rates of focus gain on weapons

I have 15 hours in the game now. Every weapon I’ve seen gives 10 focus per hit. No matter if it’s a knife or a greataxe. If the stamina consumption is different, so should the focus gain.

I’m investing time and stamina behind a swing of a bigger weapon and I should be rewarded appropriately for it. And vice versa.

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I like the idea.

Perhaps grow it into a new system as well. An offhand weapon that you switch to, to build up focus quickly, switch to your main damage weapon and rune attack.

Would definitely introduce new play styles and attacks, make us rethink how we charge and unleash rune attacks. Combo a single target weapon and an aoe for a more balanced approach.

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I think it’s already a consideration for a combat update. since it’s a thing that weapon movement speed, damage, stamina consumption and focus generation is not linear at all

I think I’ve talked about this problem before but I can’t find the topic I wrote.

The situation is slightly better than it seems, given that slow weapons also tend to have stronger runes than fast ones. However, this is a general trend, and the runes aren’t perfectly balanced.

At the moment, it’s actually a strong strategy to charge the focus with a fast weapon to be able to use a rune on a slow one.

But I’d also prefer the focus gain per second for all weapons to be the same (even if you lose the tactic mentioned above), even if that means rebalancing all runes (also because they should be rebalanced anyway).

However, in the topic that I can’t find, I explained motion value and how use to balance weapons correctly because it seems that the developers chose to make custom settings for each weapon instead of having the same settings for all the weapons and then multiplying them for the Motion value.

A simplistic explanation of how the motion value system works:

Let’s say the basic attack does 1 attack every second that consumes 10 stamina, gives 10 focus, and does 100 damage.
If we have an attack that is twice as slow, that attack will have a motion value multiplier of 200%, so doing 200 damage will cause 20 stamina and give 20 focus (obviously, in practice it’s a bit more complicated when you start to kick in, you also have to consider range, stagger, the duration of the animation, and not just the time between one attack and another, and also the concept of opportunity to hit with a slow weapon and a fast one is different, etc.).

These calculations can also be done by modifying things that are not the attack speed, such as if you take the same weapon and make it consume more stamina, this must be compensated in some way, perhaps with more range, more focus, or more damage, etc.

Essentially, to each factor should be assigned a value, and each weapon should have approximately the same total value. Practical testing should also be done to adjust the weapon to the actual use in situations in the game. However, at the moment, the developers only do practical tests and manually change every value without the value tables, or at least that’s my theory (given that some weapons are very unbalanced).

hi Lombix.

I don’t see how it’s an exploit if players use faster weapons to generate focus then use it with a heavier weapon’s rune.

If anything, different focus generation rates will help tackle this. smaller weapons should give you very little focus per hit. To a point that using them to only generate focus will be idiotic. This ties in to your motion value theory.

I also think the focus generation should also scale with weapon level. It would make thematic sense.

Thomas semi-recently shared some images of a tool he made, probably in anticipation of the combat update. This tool rates different parameters to show if a weapon is balanced. That’s basically the idea you proposed @Lombix_4 .


Source: [Discord]


Source: [Discord]

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I didn’t call it an exploit but a strategy/tactic.

I know and that’s exactly what I was saying, or at least that’s what I tried to say.
Did I say it in a way that was easy to misunderstand?

Since I seem to me that you think I said the opposite.

I said that the runes of two-handed weapons are already slightly stronger to compensate for the lower focus gain (sometimes and not always since the runes are not well balanced) and that therefore the runes need to be rebalanced in the sense that since both fast and slow weapons take the same time to gain focus, two similar runes that cost the same should do the same damage.

I don’t think it’s a good idea. Because then it would mean that in late game we use the runes more and more often and in early game we use them less, and I like the pace of the game now.

If some players want to use the runes more there should be some builds that amplify your focus gain, and similarly if a player wants to use runes less there should be ways to do so without sacrificing damage.

in the tiopic where I suggest where I propose a rework of the gem system I have put a gem that does exactly that:

Great! But the values ​​for Stamina and Focus gain are still chosen arbitrarily (and therefore are not part of the equation for balancing a weapon).

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