Quote from Darkboy132;1272091:
The point is to prevent newbies from immediately being able to wield top tier weapons such as Beam Swords, breathing some life in the currently obsolete weapons. No one uses Short Swords anymore, no one uses Battle Swords, no one uses Claymores, etc., no they just jump immediately to Beams.
That's not a very good fix though.
First off I dislike that people think they have the right to deny lower leveled players from getting higher leveled weapons or using what they already have. Who gave you the right to judge that and restrict their behavior?
But on a less opinionated argument. I don't think being able to use good weapons right away is the problem. The problem is, no matter what weapon they add to the game, it will always be more OP and replace existing weapons, or suck and never be used.
You could go ahead and nerf the later end weapons but the issue would still be there. And to be honest this is a tough issue to come up with a fix for. You want to make most/all weapons unique and useful without making one weapon entirely replace another. In my case I also consider using one weapon to improve another weapon a good idea (other than Spirit Weapons, I hate that feeding concept). So the best I was able to come up with was with the idea of all weapons, particularly ones only made with crafting skills but are not particularly strong like older blacksmith weapons, have unique upgrades that are beneficial. And through effort you can pass on these upgrades to weapons of different base stats and different advantages.
You can check out my idea here:
http://mabination.com/threads/53737-New-weapon-skills-items-and-tweaks-you-d-like-to-see!?p=1262914#post1262914
It could be balanced by adding other restrictions like materials required or a failure rate if needed. But this is the best I can come up with and I'm sure there are other just as good if not better ideas possible. I do think some weapons like beam swords are way too powerful, but simply nerfing some weapons won't solve the issue that makes some lower end weapons less useful or makes one weapon completely replace another rather than adding on or supplying a unique alternative.
Also I don't think the removal of Bash is the right way to go. Maybe a nerf is good, maybe bad. But what it needs is a downside that makes Smash more useful (other than Smash being more powerful some times/all the time). Bash is a really good idea and plays a great role, and removing the skill entirely would be a shame. One nerf I'd make though is, make the timer not reset if you chain to 5 bashes and use another bash.
Removal of Rage Impact, I don't really care about that to be honest. I'd be just as fine with its removal as well as its merge with Berserk. In fact, I'd encourage it's removal so that the Rage Impact quest gives Berserk instead. I hate how they decided to not take any effort into making the methods at which you get hidden skills, and instead made them just be reach x in 2 or 3 talents.