This is my suggestion on how to approach things.
1. Make it possible to to "auto-action" wear out weapon credit
2. Make a new credit for all different weapons (one for 1-h sword, one for 1-h spear and etc)
- call it with the name of the weapon
- not usable in Heavy Armor (I personally don't want to see dagger users start using Heavey Armor for example), basically just grey the action out that has this credit when you wear even one piece of HA. Makes it impossible to use helmets with these also.
- new levels can be trained at the same time/level new Increase Damage stanza comes becomes available
- 10 point credit/lvl for daggers, 5 point/lvl for 1-h weapons, 2 point/lvl for 2-h weapons
- would mean that Dagger 10 is a 100 point credit, Spear 10 is a 50 point credit and etc
3. Either raise malus of 2-h weapons or drop dagger malus to 0 and 1-h weapon malus to 20
4. Raise critical hit possibility with daggers to 10% or 15%
5. Go through all parry/dodge and adv parry/dodge bonuses and penalties in weapons.
- with adv parry mods 2-h weapons should be by far the best, they are hard to parry
- with adv dodge mods 2-h weapons should be by far the worst, they are easy to dodge
- daggers should have best dodge mods followed by 1-h weapons, they don't slow down that much
- 1-h weapons should be better than 2-h weapons with parrying, 2-h weapons are not that good for parry, they are damage dealers in essence. So either lower parry mods in 2-h weapons or give 1-h weapons good parry mods.
- dagger used in left hand should have bonus parry mod, when used in right hand it should have a negative one
I would personally edit them to something like this:
2-weapons
Adv dodge mod: 20 to 0
Adv parry mod: 0 to -20
Dodge mod: -20 to 0
Parry mod: -20 to 0 (-10 to 10 with sword)
1-h weapons
Adv dodge mod: 10 to -10
Adv parry mod: 10 to -10
Dodge mod: -5 to 5
Parry mod: 0 to 10 (10 to 20 with sword)
Dagger
Adv dodge mod: 0 to -20
Adv parry mod: 10 to -10
Dodge mod: 0 to 10
Parry mod: -20 to -10 (+20 bonus when used in left hand)
with maximum bonuses combinations would be like this:
2-h weapon, +0 parry (+10 sword), +0 dodge, 0 adv dodge, -20 adv parry
1-h weapon+shield, +40 parry (+50 sword), +5 dodge, -10 adv dodge, -10 adv parry
sword+dagger +30 parry, +15 dodge
dual daggers +0 parry, +20 dodge -20 adv dodge, 0 adv parry
In essence this would raise 1-h weapon+shield parry with +10 (or +20 in case of sword) against 2-h weapons and lower 2-h weapon parry by 20 against 1-h weapon + shield when comparing to old figures. Would leave these end parry bonuses for them:
2-h weapon parry bonus against 1-h+shield: -10 (0 for sword)
1-h+shield parry bonus against 2-h: 20 (30 for sword)
Dual-wield compared to 2-h weapons would even out a lot too this way.
If someone thinks that these differences are too much then leave 2-h weapons as they are. I'm just pointing out that they are not that great with parrying in essence, or shouldn't be. There is that reach bonus also that I have no exact idea how it works. I figure it works always even when fighters are too close to each other (parrying dagger with a pike when close by
), but reach is announced to lower damage by 10% when comparing pike and other 2-h weapons, so I figure it could be up to 20% when comparing pike and dagger (20 reach difference), don't know. But percentages like that do make big differences in battle (same with shield absorption).
6. To have some better use for Aim to body part actions lower the cost of those by half. This could make them used more
I think this is a good start for a new nice conversation about melee weapons. Gameforge is interested with balancing melee weapons weapons now which is very great to hear. Has been a bit boring to see all those 2-h axes all the time in battle.