Well, it is time for some forum abuse again.
If something in a game is problematic then you usually notice that it is talked a lot about. There are few things in this forum which are as much discussed as Swift Slaying … because it is problematic. To make it short:
- Weapon balance has been done without regarding potential influences of traits as they are to low in the balance hierarchy
- Swift Slaying is an outlier in terms of intended strength in comparison to other traits
The result is that the trait brutally overperforms. While it is okay on slower weapons, it becomes bonkers the faster the weapon already is, doubled if the weapon or character has crit chances of 20 % or higher. As such the trait currently benefits fast weapons in an absurd manner.
Note that this thread is less about discussing the trait itself and more about possible adjustments, so:
- if you want to put the fingers in your ear and sing your “lalala, the trait if fine, the trait is fine” mantra then I recommand this thread to you: Traits Thread 999,999,999,999,999,999,999
It covers most of the reasons and argumentation for a change, few against it
- if you want to suggest “new powerful traits” aka as thinly veiled dps then I recommand this thread to you: New melee traits - Make your suggestions
- if you just want to chill, you can go here: The Chilling Zone
With this said let’s get the to the actual proposition. Honestly, the best way to balance this things over all weapons is to deattach it from the critting condition and give each weapon an own specific attack speed bonus and trigger chance. That is however a lot of work.
Luckily, there is an easy way to at least tackle the problem of Swift Slaying benefitting fast weapons to much while still keeping its effect intact for slow weapons.
Current attack speed modifier for Swift Slaying is 20 % (or 0.2 in decimal) and the new attack speed of a weapon is calculated by (with Current AS being after consideration of all other AS modifiers before hand):
New AS = Current AS * (1- AS Modifier)
This formula can rewritten slightly to
New AS = Current AS - ((Current AS - AS Cap) * AS Modifier)
which yields the same results for an AS Cap of 0. However, we have now a new value to adjust Swift Slaying. After testing out a bit, it has shown that an AS cap of 0.3 is ideal. Why? Because it is still faster then the average of the fastest hitting vanilla weapon. And because it above the area where it breaks gameplay elements because you hit enemy faster than they can react, effectively rendering them useless. Anything lower then 0.3 will not work out, higher is not recommanded. Since I know that even simple math is kinda abstract, have a picture how this would work in total:
The blue line is the unmodified attack speed. The orange line is the effect of Swift Slaying as it works right now. And the grey line is how the modified Swift Slaying would impact the Attack Speed. As you can see, up to the chosen cap of 0.3 the new Swift Slaying would have zero effect which is completely reasonable from a balance perspective and how traits are positioned on the power scale (ignore the grey line being above the blue one, it is a mathematical artifact).
In the area between 0.3 and 0.7 (the conversion point) Swift Slaying is still working but less effective then it currently is. The effect will not to noticeable in this area. In the area from 0.7 and upwards Swift Slaying would be more beneficial than it is right now.
In summary it would solve the problem of benefitting fast weapons to much (which don’t need the Swift Slaying bonus anyway) while keeping its effect on the slow weapons with a potential plus.
Sidenote: Excel File is saved in the .jpg. You just have to download it and rename the file extension to .zip or similar. Scan before opening.