Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem

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AuraForLaura Feb 14, 2020 @ 6:01am
Different weapons? no point?
So ... what is the point of axes, swords, maces?? They do the exact same thing, there seems to be no difference at all... And they are not even used in any of the skill animations? so why have different weapons at all???... Seems like just a useless stat stick that changes nothing when you swap out weapons?. You had 4 years to toy around with this, and this is where it ended up?!
Even dagger does the same... There is no uniqueness or diversity... Its just slap on a stat stick that isnt even used in the game most of the time...
Last edited by AuraForLaura; Feb 14, 2020 @ 6:02am
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Showing 31-41 of 41 comments
AuraForLaura Feb 20, 2020 @ 9:47am 
Originally posted by Zouls:
Not sure why this was pushed forward but ♥♥♥♥ it, What i have seen the weapons have different damage ranges, so similar levels twohand swords, maces and axes, a mace will have 18 - 20, a sword will have 15 - 25, and an axe will have 10 - 32, not the correct numbers but its consistently different damage differences, so if you want crazy rng go axe, if you want consistent damage to mace.

Also they have different attack patterns, so its significantly easier to hit multiple enemies with a greatsword than a mace, since the sword slices horizontally and the mace vertically.

"crazy rng damage" ... Lol... yea sure... big big huge difference... - only the 2handers have different animations. All 1handers: dagger mace axe sword, have the exact same swing and speed.... and yea sure... BIG RNG if i use an axe i might deal 1-9 damage insteed of 3-7 with a sword.....
Zouls Feb 20, 2020 @ 9:52am 
Originally posted by AuraForLaura:
Originally posted by Zouls:
Not sure why this was pushed forward but ♥♥♥♥ it, What i have seen the weapons have different damage ranges, so similar levels twohand swords, maces and axes, a mace will have 18 - 20, a sword will have 15 - 25, and an axe will have 10 - 32, not the correct numbers but its consistently different damage differences, so if you want crazy rng go axe, if you want consistent damage to mace.

Also they have different attack patterns, so its significantly easier to hit multiple enemies with a greatsword than a mace, since the sword slices horizontally and the mace vertically.

"crazy rng damage" ... Lol... yea sure... big big huge difference... - only the 2handers have different animations. All 1handers: dagger mace axe sword, have the exact same swing and speed.... and yea sure... BIG RNG if i use an axe i might deal 1-9 damage insteed of 3-7 with a sword.....

you are delusional if you dont think there is a difference on 14 base damage and 36 base damage, which is spread further with added damage, cause that is the range of a 1 hand axe. vs an equal level hammer that has 23 - 27


Greyhound Feb 20, 2020 @ 10:03am 
What I noticed: 2h hammer 1st swing vertical, hitting one enemy, 2nd swing horizontal, area dmg.
2h sword 1st and 2nd swing both area dmg.
Virox Feb 20, 2020 @ 10:34am 
What's different? (Gets a difference) Okay, but besides that, what's the point? (Gets another difference) Yeah, but BESIDES that, it's all the exact same. (Gets another difference) Sure, but what I'm saying is setting that aside, they're entirely the same...
Sarimae Feb 20, 2020 @ 10:37am 
no 1h caster weapon for Mainhand...this game is really not good designed at all in many small parts. But i Guess, there was no time, because of End of the Business Year for the investors.
Kotli Feb 20, 2020 @ 11:22am 
1 handed axes, swords and maces have no difference beyond damage range that I can see.
Daggers let you use a load of rogue skills as well as melee skills.
2 swords have a different basic combo chain than 2 handed maces. Not sure about 2handed axes as not found one with high enough damage to be worth using yet.
AuraForLaura Feb 20, 2020 @ 12:15pm 
Originally posted by Zouls:
Originally posted by AuraForLaura:

"crazy rng damage" ... Lol... yea sure... big big huge difference... - only the 2handers have different animations. All 1handers: dagger mace axe sword, have the exact same swing and speed.... and yea sure... BIG RNG if i use an axe i might deal 1-9 damage insteed of 3-7 with a sword.....

you are delusional if you dont think there is a difference on 14 base damage and 36 base damage, which is spread further with added damage, cause that is the range of a 1 hand axe. vs an equal level hammer that has 23 - 27

I dont think you understand the point of this.... Point is... any level 1 dagger, is exactly the same as any lvl 1 axe, sword mace ... They have exact same attackspeed and exact same swing animation.... Same thing with any lvl 20 1handed weapon.... the only thing ive found is damage range is a bit off but its not enough to have any kind of impact. The dps of all the weapons is the same - and any added damage also have exactly same effect on everything, because attackspeed is the same for all weapons.
Point is. The weapons has zero diversity - no special effects or characterristics ... They dont even have different stats-requirement . - not that that would matter.
Game has become so insanely oversimplified compared to early-access version. and compared to other similar games where a mace might stun, a sword might penetrate or be accurate, a dagger might puncture or crit more.... - usually a dagger is fast, and a mace is slow etc etc etc... Usually a mace requires some str. and a dagger some kind of finesse. Non of that here.
Just pick up whatever item you find that has biggest stat, the rest is a skin - and you will not be using it anyway, because if you use attackskill you will magically make your weapon disappear and make another completly different white magic weapon that you will use insteed.
Great design.
Last edited by AuraForLaura; Feb 20, 2020 @ 12:19pm
burner19 Feb 20, 2020 @ 12:38pm 
Its the damage base cap and overall stat caps. They are different on different wepaon types. For example. hammers have most consistent damage and axe has the highest max damage. Let me explain. You need to check what kind of stats and how high can be rolled on different types of weapons. As for meele it simple. When you drop a weapon than you check only one stat and its base physical damage. A lot of people will make a mistake and throw best stat axe because it has not rolled other damage types. Base physical damage NEVER rerolls.You see for example 165 - 255 damage on 2h h axe and think that this is crap. You would be very wrong. Add 111 - 180 aether add 108 - 175 fire from rerolling the stats and you have 384 - 610. Now add 3 offense 1 slots and put 3x physical damage gems for example level level 80 +22 gems and you have 450 - 676 . Physical gems are the best if you are running convert physical damage to other damage types nodes. If you get also elemental damage like 30% than you have godlike weapon. I rolled just one and im 69 level doing 93 expeditions full modifiers without bleeding edge insanely fast. Im using blade storm. Everyone are using bleeding edge as a crutch so i dont because i dont like it's to op because of bugs. When they bring it on par with other skills than it will be 1 big cry on this forum. Bane of tyranny bug was fixed now its turn for the ailment stacking bug on bleeding edge and it will be on par with other skills. Means that it will hit as hard as hammer throw more or less not for 800k crits like it is doing now.
Last edited by burner19; Feb 20, 2020 @ 12:41pm
Medicles (Banned) Feb 20, 2020 @ 12:57pm 
Ok, as far as i see it, there is actually quite a difference, its just weirdly implemented.

The most significant difference in 1h weapons is the bonus attribute it will give you. If i am correct, every weapon has a limited amount of options on what attribute they can offer.

Apparently axes can only have ferocity, daggers have agility, maces have wisdom and swords seem to be able to have either ferocity or toughness, but i am not sure if toughness is maybe able to spawn on the other ones too.

Anyway, in that regard it is actually quite a difference, because attributes will affect the stats, even just slightly. That means, Daggers can give an attack speed boost, axes can give a crit chance boost, maces can give a status ailment chance boost and swords a crit chance or hp boost. This is actually quite a system if you think about it, because the 1h weapons will have an affect on your build. Not like in other arpgs, where different 1h weapons do have different stats to each other, but eventually play out the same and you will take the one that gives you the most damage anyway.
Zouls Feb 20, 2020 @ 1:00pm 
Originally posted by AuraForLaura:
Originally posted by Zouls:

you are delusional if you dont think there is a difference on 14 base damage and 36 base damage, which is spread further with added damage, cause that is the range of a 1 hand axe. vs an equal level hammer that has 23 - 27

I dont think you understand the point of this.... Point is... any level 1 dagger, is exactly the same as any lvl 1 axe, sword mace ... They have exact same attackspeed and exact same swing animation.... Same thing with any lvl 20 1handed weapon.... the only thing ive found is damage range is a bit off but its not enough to have any kind of impact. The dps of all the weapons is the same - and any added damage also have exactly same effect on everything, because attackspeed is the same for all weapons.
Point is. The weapons has zero diversity - no special effects or characterristics ... They dont even have different stats-requirement . - not that that would matter.
Game has become so insanely oversimplified compared to early-access version. and compared to other similar games where a mace might stun, a sword might penetrate or be accurate, a dagger might puncture or crit more.... - usually a dagger is fast, and a mace is slow etc etc etc... Usually a mace requires some str. and a dagger some kind of finesse. Non of that here.
Just pick up whatever item you find that has biggest stat, the rest is a skin - and you will not be using it anyway, because if you use attackskill you will magically make your weapon disappear and make another completly different white magic weapon that you will use insteed.
Great design.

except a dagger can use rogue skills while the rest cant. compared to POE and diablo where there isnt a difference, having a damage difference is atleast something.

and yeah i believe that is the point, that they are atleast somewhat interchangeable. much like there is one bow, and one pistol,

Do give me an example of an ARPG that uses different weapons differently, cause i cant really think of any tbh, the fact that twohands has negative attack speed and wider swings and the different weapons have different ranges would be enough for me.
Blowfeld Feb 20, 2020 @ 1:07pm 
Originally posted by Vanshi Shogaku:
What I noticed: 2h hammer 1st swing vertical, hitting one enemy, 2nd swing horizontal, area dmg.
2h sword 1st and 2nd swing both area dmg.

Yeah, that's wh I prefer swords if possible.
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Date Posted: Feb 14, 2020 @ 6:01am
Posts: 41