![]() ![]() The problem is, even if this two-handed weapon does exactly what those individual items can do together, as a player I've sacrificed versatility in committing to this big weapon. So it stands to reason that for a two-handed weapon to be worth using by comparison, it would also need to deal 20 damage and have +5 dex and +5 int. Dual-wielding these (with a very simple damage formula) gives you 20 damage, +5 dex, and +5 int. Just to get into a real example of the decision making process a player might have to go through, let's say you have a club that deals 10 damage and gives you +5 dexterity, and an axe that deals 10 damage and gives you +5 intelligence. The Diablo or Torchlight series are prime examples, but JRPGs do this as well, most recently the game Bravely Default 2 on the Nintendo Switch. a single two-handed weapon, and each piece of equipment has some unique modifiers on it that the player must weigh into their gear choices. ![]() What I'm specifically talking about is RPGs where you have a choice of equipping one-handed weapons or shields in either hand, vs. I am not talking about all games featuring two-handed weapons, nor am I usually envisioning more action-oriented games. ![]() This is a subject I've thought about a lot over the years.įor the sake of discussion, I should say I have a certain focus in mind here. I think quite a few games do their two-handed weapons wrong, or don't do enough to motivate me as a player to use them. ![]()
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