Thanks for this patch, I recently decided to give Vanguard a try but really didn't want to get rid of my perk overhaul just for the sake of a few cool new animations so this is a godsend
Removing a neat vanilla feature instead of improving it is the definition of feature creep, which makes mods extremely undesirable. Thanks for reverting the stupid change in adamant
Thanks for the mod, I like the idea behind the change, but no power bash for Twohanded weapons kinda makes the Block tree mostly useless to Twohanded warrior. There is already a line of shield-only perks in block perk tree. Nerfing the effects for Twohanded weapons without outright not allowing power bash would be more reasonable IMO
Okay, I guess they haven't updated the description page.(The same goes for dual wielding perks, which has different records for names in game/records.)
I made a lot of updates today, so I didn't get as verbose in my documentation. There were a couple different reasons I made this change. Working on Blade & Blunt 2 meant that I was spending a lot of time working on physical defenses, Armor Rating, blocking, bashing, Stamina management, and stagger. In addition, I've been working on the general balance between the major build choices in Simonrim: Light Armor versus Heavy Armor, Two-handed vs. Sword and Board, that sword of thing. Making power bashing exclusive to shields helped me achieve a lot. With this change, shields are guaranteed to have more bashing damage than weapons. They'll also have access to more stagger, but they'll have to pay more Stamina to use it. Overall this helps me carve out more of a niche for shield builds. It also (happily) gives me a reason not to require power bashes for my bash perks anymore, which helps bows a tiny bit, especially Two-handed + bow combo builds.
You can see this kind of thinking reflected in the new 'parrying' rules in Blade & Blunt 2, as well as the new Determination perk in Adamant. Two-handed has automatic access to parying, which gives a light stagger and makes their blocking competitive with shields, but it has a risk. Blocking, on the other hand, starts with a stronger block, has no chance of "missing" it's timing, and has access to a more reliable, and stronger, stagger (though it does have to pay a perk for it.
I also recently made an addon for Hand to Hand which allows the Light and Heavy Armor mastery perks to work on shields, which gives those builds a boost; at the same time I also buffed Tempering, which allowed Two-handed Light Armor builds to cap easily and threw them a bone as well. I'm able to work at a pretty high level when moving these systems around now, since I've covered so much content, and it's been pretty cool to be able to do that.
Anyway, I thought I would write down somewhere my thoughts on why I made this change. It was hard to express concisely because it was the intersection of so many different ideas. Of course there's no problem with this patch existing, my permissions are open, and you're welcome to continue to prefer to be able to power bash with weapons. Especially if there's some kind of combat mod or animation mod that the change doesn't play nice with.
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You can see this kind of thinking reflected in the new 'parrying' rules in Blade & Blunt 2, as well as the new Determination perk in Adamant. Two-handed has automatic access to parying, which gives a light stagger and makes their blocking competitive with shields, but it has a risk. Blocking, on the other hand, starts with a stronger block, has no chance of "missing" it's timing, and has access to a more reliable, and stronger, stagger (though it does have to pay a perk for it.
I also recently made an addon for Hand to Hand which allows the Light and Heavy Armor mastery perks to work on shields, which gives those builds a boost; at the same time I also buffed Tempering, which allowed Two-handed Light Armor builds to cap easily and threw them a bone as well. I'm able to work at a pretty high level when moving these systems around now, since I've covered so much content, and it's been pretty cool to be able to do that.
Anyway, I thought I would write down somewhere my thoughts on why I made this change. It was hard to express concisely because it was the intersection of so many different ideas. Of course there's no problem with this patch existing, my permissions are open, and you're welcome to continue to prefer to be able to power bash with weapons. Especially if there's some kind of combat mod or animation mod that the change doesn't play nice with.