lua syntax might be different but the core logic is remain the same.
because shade must use daggers or so to maximize ultimate damage, but in this way she could perform the same. the damage multiplier for weapons been limit her all along and i think its now time to let her free.
The damage multiplier is there for the specific reason to encourage specific weapons.
Dual weapons have a crit bonus, shade has a crit bonus, her active is basically a large crit bonus.
One has to assume Fatshark did that on purpose.
See also how they specifically nerfed glaive to make it a less desirable option to use on shade.
Also, I’m not sure what you seek to gain with Shades being able to backstab enemies from the front with a spear.
Nah, on Ult they might as well go for headshots. Hard to do from behind on a lot of enemies.
Basically, classes are set up to fit a somewhat lore-inspired playstyle, and small blades are fluffed as finesse weapons - like backstabs.
I see shades with spears, DnD, SnD, SnS, and rarely the other weapons - so the class pretty much uses all weapons at least to some extent.
That said, looking at the weapon stats now, I believe such a change would only really affect the daggers?
A weapon that I think is quite meh excepting it’s damage versus bosses.
@LuiKangBakingAPie I think the backstab bonus adds to the same pool as the finesse bonus of her active, so I suspect it wouldn’t multiply, but add. Not sure about that, really.
In that case, why not state that motivation?
I believe it would be no issue to just give daggers a trait “higher backstab angle”.
Not that I agree with the proposal in general.
And no, backstabbing isn’t hard, but due to their statue, very few enemies can be reliably hit in the head from behind. And if I, say, intend to stab a CW out of a horde, I can’t just go behind it - I’d maneuver myself into the middle of enemies. A headshot has a similar effect - the CW is dead - without taking that risk, and without a second to maneuver.
First off, I think the current system works just fine, and there’s no need to change it. In fact, a changing backstab angle depending on the weapon would bring in unneeded complexity, and the stabbing (or its damage bonus, at least) is already of questionable effectiveness without Bloodfletcher.
That’s more out of practical reasons than damage efficiency. Approaching a moving enemy from behind is safer than from the front, and easier and safer than from the side. While headshots bring in a bigger damage bonus than backstabbing (at least on the weapons most Shades use), they’re hard to aim and timing-critical, unlike backstabbing, so might as well take at least some bonus. And of course, people are most likely to run Bloodfletcher which also works on backstabs, so that gets some ammo back at the same time. So the backstab damage bonus by itself isn’t likely to entice people to approach from behind while Infiltrated.
Besides, this would bring in a curious imbalance to the weapons, and one that I think goes the wrong way: The bigger weapons, especially the Spear, would be the weapons to backstab with. The weapons with a good Cleave are already very good to slay groups (and to gain ammo with Bloodfletcher); this would increase the disparity. While Spear has the biggest block angle and would certainly gain an advantage from this (which I already find questionable, style-wise at least), the weapon to gain most would probably be Dual Swords. They’re already capable (in skilled hands) of dispatching two Elites on one strike, but getting an increased backstab angle would, combined with Murderous Prowess and their increased crit rate, make them one-hit kill a vast majority of enemies - anything considered “Man-Sized”, really.
I don’t think angle adjustments are anything I would want because it would be another thing to keep track of.
It could be a good thing dough but given the time FS has to balance things I don’t think it will end up good.
I rater have them thinker with her actual game play and well balance.