KaiserFlame
Green Slime
Alright, let's just say that 2 handed weapon is extremely unbalance and really weak compare to the 1 handed weapon. Let's just say that for me, using a 1 handed weapon does 3.4k damage to a mob with flurry or spirit slash, while using a 2 handed weapon, the only skill I can even remotely reach 3k is heroic slam, and that is only if every single hit landed. Why is this happening? Isn't 2 handed weapon suppose to be high risk high damage? The only thing I'm seeing right now is high risk but low damage, this lead to having no point of using 2 handed weapon AT ALL because of it. What I had in mind is to buff the 2 handed weapon to do what it's suppose to be doing, compare to raw damage normal attack with both weapon (red laser sword and toy axe, in this case), I'm doing 150~190 damage per normal attack, while using toy axe, I'm doing 300~370 damage per hit, sounds about right, the 2 handed weapon is doing twice as much damage as the 1 handed, as expected. But what the hell is wrong with the skill?! I'm not even doing remotely close to what 1 handed weapon's damage is, for me, heroic slam do 3k to 3.2k(if crit), and whirlslash do 1.8k(That's literal garbage), which is not even close to being as strong as 1 handed. So why is normal attack "normal" while the skill is "different"? Shouldn't it be doing twice as much damage as 1 handed? Shouldn't it be doing around 6k to 6.5k dmg? I think multiple skills for 2 handed weapon needs rework and buff, at least in my opinion.
Heroic slam: This is actually a good skill, but the damage is way too low and too slow to actually land all the hits on enemy, even with 200 cast speed. So increase dmg and increase cast speed should be good enough.
Whirl Slash: Oh boy, this one is one big failure, compare to how cool it looks and how viable it is in combat, the damage is absolute garbage and there's no point of using it in any case because of it's damage, I would recommand increasing damage and longer duration time would be good, the gold charge whirlslash should be extended from 1 seconds to 1.5 or 1.7.
Titan Throw: This skill has good potential, but the damage of it is also way too long for it to even be remotely useful in actual combat; If you're thinking of using this skill, think again, using fire magic's meteor is way better than this and also would not be blocked by walls. Anyway, I would recommend increase damage(duh) and more range, because this skill will prevent you from moving when charging it, so the range should be at least somehow around like Meteor.
Smash!: This is probably one of the worst skill, if not the worst. First off, we're fighting a battle against monster and robot, not freaking playing bowling ball, we don't have time to charge and aim the ball just to do half of what Flurry can do in an instant. In this case, remove the ball and increase the damage of the smash itself, since this skill can knock back enemy, charges should be used as increasing the distant of how far the enemy got knocked away, the damage don't have to be so high on impact, the main damage should be put on the wall damage, for example, the smash itself can do like what, 500 damage. but if the enemy got knocked onto a wall, it does high amount of damage and maybe stun the enemy if possible. So increased damage on impact and wall impact, remove balls, and increase range.
Berserker Style: You guys might think I'm stupid, but this skill is actually a good skill, if not the best in all of these. I was able to do way more damage than I can by using heroic slam in just a short amount of time, but that doesn't mean this skill is perfect, there's still some changes I think can be used to buff it:
Damage taken increased should be lowered into 55% or 50%, 65% is way too much and the player can hardly take any hits if using it.
Additional damage should be increase to 50% in stead of 35%, because this skill itself can literally be what the player do the entire gameplay if they dare.(Which is another way of saying this skill is actually good.)
*This can be ignore if dislike the idea*
Change skills into stronger skills when in berserker mode, like for example, changing heroic slam into bigger slam, and more explosion on impact. Whirl Slash's time extended to 2.5 seconds of continuance spinning and dealing massive damage to surrendering enemies. Titan throw has even more range, and explode on impact when thrown, if called back by the player, when player caught the weapon, use the AOE damage but without gaining energy back. Smash can be changed to when smashing an enemy into the wall, on impact of the wall, the enemy exploded and dealing explosion damage to the enemy around it, also dealing fire damage.
*This can be ignore if dislike the idea*
That's all I really have to say, I'm a 2 handed weapon main, and I really, REALLY want to make 2 handed weapon viable and is actually fun to play with.
Heroic slam: This is actually a good skill, but the damage is way too low and too slow to actually land all the hits on enemy, even with 200 cast speed. So increase dmg and increase cast speed should be good enough.
Whirl Slash: Oh boy, this one is one big failure, compare to how cool it looks and how viable it is in combat, the damage is absolute garbage and there's no point of using it in any case because of it's damage, I would recommand increasing damage and longer duration time would be good, the gold charge whirlslash should be extended from 1 seconds to 1.5 or 1.7.
Titan Throw: This skill has good potential, but the damage of it is also way too long for it to even be remotely useful in actual combat; If you're thinking of using this skill, think again, using fire magic's meteor is way better than this and also would not be blocked by walls. Anyway, I would recommend increase damage(duh) and more range, because this skill will prevent you from moving when charging it, so the range should be at least somehow around like Meteor.
Smash!: This is probably one of the worst skill, if not the worst. First off, we're fighting a battle against monster and robot, not freaking playing bowling ball, we don't have time to charge and aim the ball just to do half of what Flurry can do in an instant. In this case, remove the ball and increase the damage of the smash itself, since this skill can knock back enemy, charges should be used as increasing the distant of how far the enemy got knocked away, the damage don't have to be so high on impact, the main damage should be put on the wall damage, for example, the smash itself can do like what, 500 damage. but if the enemy got knocked onto a wall, it does high amount of damage and maybe stun the enemy if possible. So increased damage on impact and wall impact, remove balls, and increase range.
Berserker Style: You guys might think I'm stupid, but this skill is actually a good skill, if not the best in all of these. I was able to do way more damage than I can by using heroic slam in just a short amount of time, but that doesn't mean this skill is perfect, there's still some changes I think can be used to buff it:
Damage taken increased should be lowered into 55% or 50%, 65% is way too much and the player can hardly take any hits if using it.
Additional damage should be increase to 50% in stead of 35%, because this skill itself can literally be what the player do the entire gameplay if they dare.(Which is another way of saying this skill is actually good.)
*This can be ignore if dislike the idea*
Change skills into stronger skills when in berserker mode, like for example, changing heroic slam into bigger slam, and more explosion on impact. Whirl Slash's time extended to 2.5 seconds of continuance spinning and dealing massive damage to surrendering enemies. Titan throw has even more range, and explode on impact when thrown, if called back by the player, when player caught the weapon, use the AOE damage but without gaining energy back. Smash can be changed to when smashing an enemy into the wall, on impact of the wall, the enemy exploded and dealing explosion damage to the enemy around it, also dealing fire damage.
*This can be ignore if dislike the idea*
That's all I really have to say, I'm a 2 handed weapon main, and I really, REALLY want to make 2 handed weapon viable and is actually fun to play with.