Runes heve a balancing poblem: They are not based on motion values

Runes that use stamina are great for personalisation for example i heated Woven Wraps Running attach but buy equipping Frontifilp kick i solved the issue but then i noticed that Frontifilp kick does more damage on slower weapons and less on faster, and then i realised the this is true for every rune. This is a huge problem because the animations are the same the cost is the same the range and AoE is the same but the damage is not. I always thought that the game used a base damage value (that depends on the weapon level) stamina consumption value and focus gain value and then multiplied the values based on speed range AoE, and for runes the same but with the focus instead of the stamina.

This problem is It’s easy to notice with runes but in reality it’s shared with all attack animations, as there are slow animations that do less damage than fast animations on the same weapon, and there are weapons with identical attack animations that at the same level (and points spent in attack stats even same AOE) that have different damage

edit: now I try to explain the motion values ​​system better so that there is no confusion

there is a table of statistics that serve as a reference for all weapons, the damage for each level of the weapon, the bonus damage for the scaling of the weapon (strength, dexterity, intelligence, cleaves) the stamina consumed and the focus gain
these reference values ​​are multiplied based on the chosen values ​​to make sure that slower attacks do more damage consume more stamina and give more focus, the damage is also increased or decreased based on the range and the AOE (area of ​​effect), the damage can also be increased if the weapon has particular conditions such as being a two-handed weapon, the stamina could be increased in order to increase the damage, the focus gain could be increased at the cost of decreasing the damage, if the Runes cost the same focus and have the same range animation and AOE on all weapons They must do the same damage (if they have the same level and scaling stats).
Another factor when it comes to damage could be the position of the attack in the combo for example the first attack could do 100% of the damage the second does 105% the third does 110% as the attacks further forward in the combo are more difficult to perform and therefore are rewarded

balancing* based on*

ty, I’m dyslexic I need this kind of feedback (also English is not my first language)

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if one-handed weapons did the same damage as 2h why would I play 2h?
but yes, the game is totally unbalanced

Maybe I wasn’t clear, I’m talking about the same attacks, same animations so we’re not comparing weapons from different classes.

Also currently in the game there are many one-handed weapons that do more damage than two-handed weapons.

Not all are unbalanced for example some sacrifice range or AOE or consume more stamina or have less focus gain etc , but I’m asking for a better use of the motion values while considering these factors.

if the rune damage wasn’t based on the weapon damage I could just put the rune on a level 1 weapon and make the game a bigger joke than it already is

“I always thought that the game used a base damage value (that depends on the weapon level)” I said that in fact they must be based on the level of the weapon (and it seems obvious to me that they must be also based on the scaling states: strength, intelligence, faith and dexterity)