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Speed Weapons

So how does everyone feel about speed weapons as implemented in the BG games (actually just BG2)? I was considering making a poll with a they're fine and then other options with various tweaks, but it seemed that there were too many options so discussion form works better.

For me, I wouldn't mind some minor changes. Speed weapons are a little too dominant in the two weapon fighting discussion, and generally dominant in high damage discussions too. I have no idea if any of these tweaks are possible per engine or contract, but I'd venture that a couple are.

One would be making the extra attack only apply to the speed weapon. This is the lightest change, but it does at least mean that it's worthwhile to change from belm off-hand to something else when fighting a critter immune to +2 weapons, and there will be some minor damage loss later game from more attacks from an inferior weapon. A subset of this would be making the extra attack only apply when the weapon is in the main-hand, which does the same thing as above but to a larger degree, and also prevents doubling up on speed weapons.

Another would be taking a page from 3.5 and preventing speed weapons from stacking with haste effects. This would make the weapons have a much more limited window of use (all are available very early), depending on if you're one of the IH always up crowd or not. If you're one who rarely remembers to use a full buff suite before a fight, then they still have a use later too game as they'll offer more damage in the day to day fights where buffs aren't up.

Alternatively, they could introduce more speed weapons, which is sort of counter to what I want, but a nice +3 speed halberd or two hander might be able to compete with an off hand belm two weapon wielder damage wise- it depends a lot on the main hand in question. This would also open whichever weapon categories got speed weapons up more to non fighters, as currently they rely on speed weapons to get good damage since they have limited other options to increase attacks per round. A good speed mace would help pure clerics who want to do their secondary frontliner job, for instance.

So what are your thoughts?

Comments

  • nanonano Member Posts: 1,632
    I think item revisions reduces it to +1/2 attack which seems fair. Making it only apply to the weapon itself is IMO the best solution but I think engine limitations preclude that.

    Alternatively I would like to see single-weapon style give 1/2 attack :)
  • MitchforkMitchfork Member Posts: 390
    I would have liked to see the game alternate weapons every attack instead of giving the off-hand 1 APR in all situations. For example, if you had 7/2 APR:

    First Round: Main, Off, Main, Off
    Second Round: Main, Off, Main
    Third Round: Off, Main, Off, Main
    etc.

    Then you'd have to pick individually powerful weapons for both hands to be effective, instead of loading up your secondary with whatever weapon has the best secondary effects.
  • kryptixkryptix Member Posts: 741
    Mitchfork said:

    I would have liked to see the game alternate weapons every attack instead of giving the off-hand 1 APR in all situations. For example, if you had 7/2 APR:

    First Round: Main, Off, Main, Off
    Second Round: Main, Off, Main
    Third Round: Off, Main, Off, Main
    etc.

    Then you'd have to pick individually powerful weapons for both hands to be effective, instead of loading up your secondary with whatever weapon has the best secondary effects.

    The problem with this is that its not that realistic from a real dual wielding swords perspective, where the off hand was generally a dirk or swordbreaker etc. that would generally only be used defensively or for a quick stab when your close in from an exchange with the primary weapon, especially because most people have one dominant hand (very few truly ambidextrous people)...
  • HandofTyrHandofTyr Member Posts: 106
    kryptix said:

    The problem with this is that its not that realistic from a real dual wielding swords perspective, where the off hand was generally a dirk or swordbreaker etc. that would generally only be used defensively or for a quick stab when your close in from an exchange with the primary weapon, especially because most people have one dominant hand (very few truly ambidextrous people)...

    By this isn't it somewhat unrealistic that dual wielding gives an extra attack generally? Plus, we're talking about magic swords that make you faster, so...
  • MitchforkMitchfork Member Posts: 390
    kryptix said:

    The problem with this is that its not that realistic from a real dual wielding swords perspective, where the off hand was generally a dirk or swordbreaker etc. that would generally only be used defensively or for a quick stab when your close in from an exchange with the primary weapon, especially because most people have one dominant hand (very few truly ambidextrous people)...

    Yeah, but the Baldur's Gate/D&D dual-wielding is kinda bonkers anyway- there's no way that dual-wielding large weapons like flails or long swords would be effective. It would make more sense from a "game" standpoint that dual wielding would split your benefits between both weapons.
  • kryptixkryptix Member Posts: 741
    I think I remember in one edition of D+D that you needed several proficiencies in two weapon style to put a large weapon in your off hand, but I might be wrong... That said, I never realized that Belm/Kundane added a second main hand hit rather than off hand hit until I came to the forums :) All those years I off handed crom feyr etc for buffs rather than speed weapons!
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    To be fair Crom Faeyr is as close to an alternative as it gets, particularly for characters with low STR. Though it could of course be even more effective in the MH paired with a speed weapon... ^^

    I agree though that the speed weapons throw things a bit out of whack. They make any other weapon combo quite inferior, and narrow choices (assuming you want to maximize efficiency in the first place). IR's 1/2 APR solution seems fair; that way they remain valid endgame choices, but it doesn't take much for other weapons to compete now - particularly with the many interesting effects on items added by the same mod.

    The OH 1 APR limitation seems to be fairly hardcoded, so other solutions would be tricky to implement and balance. One option would be to overhaul the entire weapon system, and make styles more distinguished. 1h style for example is very weak, and not really too useful outside of GWW and Backstab (involving rapid weapon switching).
  • EudaemoniumEudaemonium Member Posts: 3,199
    One of the things that bothers me about weapon styles (other than S&S being terrible in general) is that the second pip is far less meaningful than the first. 1H gives like -1 AC and 2H just gives some extra speed factor. Considering warriors are the only ones who can take the styles above 1 pip, I think it would be better to add some extra effects to the second proficiency.
  • GamingFreakGamingFreak Member Posts: 639
    I don't mind off-hand Belm, Kundane, and Scarlet Ninja-to as is, but I understand why they may be considered cheap by many. It would be another story if they just managed to make all weapons give an extra attack in the main hand to simulate extra attacks gained for off-hand weapons you have GM in (due to engine limitations and all that it seems logical).

    But as it stands the whole reason people consider using those weapons is because the extra attack and the fact that off-hand only gets 1 attack anyway, making it so that people always go for a utility option in the off-hand.

    Not to mention these weapons are almost vital to characters who need more attacks per-round, like thieves (Swashbucklers or Blades especially need these weapons).
  • I think that while a speed two-hander or speed weapons restricted to non-fighter classes would be interesting (or even a "speed shield"), the game doesn't exactly need more attack boosters. What I would really like to see is more off-hand weapons, shields, and two-handers with useful utility effects on equip. Carsomyr gets used despite being a less damaging option that dual-wielding because it provides such amazing utility effects. There isn't really any competition for the off-hand slot that provides nearly as much utility, and so there's little reason not to use speed weapons.
  • CorvinoCorvino Member Posts: 2,269
    @Kaigen has a very good point. Shields are pretty underwhelming because AC ceases to matter in a meaningful way in TOB. At this point an offhand weapon with immunities or other bonuses is superior in almost all cases.

    Either adding a shield or 2 with solid immunities or damage resistance or changing sword & shield style to add save bonuses or damage/elematal resistance with a shield equipped could make them more interesting.
  • jackjackjackjack Member Posts: 3,251
    I always thought shields giving immunities just naturally made sense. S&S style certainly needs something besides missile AC.
  • HandofTyrHandofTyr Member Posts: 106
    I have complained about shields before, and am in agreement that they need to be better. Hopefully they will add some powerful ones in new material.

    The question with competing against speed weapons is how far would they have to go? Especially for non-fighters. If the answer creates a weapon that's clearly over the top, then speed weapons need to be weakened somehow.
  • SchneidendSchneidend Member Posts: 3,190
    Either fix them or nerf them, imo.
  • elementelement Member Posts: 833
    Ive always felt dual wielding should add penalty's to defence seeing as that would actually make sense

    main problem though really is just that the alternatives to dual wielding are so poor the game desperately needed some high end shields with powerful immunities/ resistances or stat buffs I don't see why we couldnt have shields that give attack bonuses or stat buffs comparable to the weapons
  • EudaemoniumEudaemonium Member Posts: 3,199
    Considering how shields can be used in combat, 'bashing' and knocking enemies off-balance, etc, especially in less completely 'realistic' genres like high fantasy, it seems bit silly that shield can't be used to attack, or disorient an enemy (for example a shield that adds a stun chance to your attacks).
  • GamingFreakGamingFreak Member Posts: 639

    Considering how shields can be used in combat, 'bashing' and knocking enemies off-balance, etc, especially in less completely 'realistic' genres like high fantasy, it seems bit silly that shield can't be used to attack, or disorient an enemy (for example a shield that adds a stun chance to your attacks).

    I wouldn't mind a knockdown implementation similar to the NWN ability with the same name. Where a shield bash could knock them down for one round. Though implementing that would be hard, to say the least.
  • HandofTyrHandofTyr Member Posts: 106
    In 2e there was an option to add a 1d6 shield bash attack to the normal attack routine. I don't remember how it worked exactly, just that the party paladin used it extensively. It may have been a houserule, I'll have to check my books. Something like that would certainly help sword and shield style out though.
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