icebrand Posted December 2, 2020 Share Posted December 2, 2020 Does anyone feel it should be the other way around? Like, shields having HP and breaking (while fully protecting the user) and weapons having AP (and powerful hits sliding and hitting the parrier instead of breaking the weapon) just makes more sense. This gives us an interesting mechanic: you shield parry (which is better, as it should) until your shield breaks, and then have to rely on your weapon. Weapons would have AP (half their HP rounding up, which gives the RQ3 value more or less). Tracking weapon AP like in RQ3 would be optional. This would prevent gameplay "features" such as people parrying with their iron sword (30 hp) instead of their shield (12 ap) until the sword gets low, which seriously, makes no sense at all. Quote "It seems I'm destined not to move ahead in time faster than my usual rate of one second per second" Link to comment Share on other sites More sharing options...
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