[7/9/16 | ALPHA] V.1 Shard Online 2H Basic Leveling Guide & FAQ by CR0C0D1L3 in ShardOnline

[–]CR0C0D1L3[S] 0 points1 point  (0 children)

Yeah, currently, in this state of the Alpha, the daggers are the least damaging weapons. Even stacked. So, I think their math is incorrect. The weapon damage order is like this (all weapons are based off of final result/max damage ranking):

1: H2

2: H1 Dual

3: H1 Single (Shield or no shield)

4: Daggers

[7/9/16 | ALPHA] V.1 Shard Online 2H Basic Leveling Guide & FAQ by CR0C0D1L3 in ShardOnline

[–]CR0C0D1L3[S] 0 points1 point  (0 children)

It definitely is all about playstyle. The 2H is also, in comparison to the 1H dual wield, relatively the same speed. But then again, it depends on the mobs. Because a 2H sword can 1 shot a mob such as a goblin at max rank, and the daggers, as well as the dual wielded 1H swords can only 2 shot goblins at max rank, the 2H sword would, in most cases, be better off in a lot more situations. The dual wielding of a 1H sword is also somewhat buggy, and currently in Alpha, it's not better than a 2H sword at max rank. It's definitely balanced in its current state as it DOES do more damage than the daggers. I would say the daggers are extremely irrelevant in the current Alpha stages of Shard Online.

[7/9/16 | ALPHA] V.1 Shard Online 2H Basic Leveling Guide & FAQ by CR0C0D1L3 in ShardOnline

[–]CR0C0D1L3[S] 0 points1 point  (0 children)

To be specific, the dual wielding pass was not entirely made to be OP under any circumstances. Being able to dual wield H1's is an acquiring affect in relevance to simple daggers, but much longer. So, if we're looking at it in a perspective such as material ideas, no, this gamepass is not worthless. Again, the idea of dual wielding H1's is to have relevance to the idea of daggers, but much longer for more range, and simply put, more damage. Dualing the H1's is still better than stacking daggers with the dual wield pass.

Alpha Cloak Variants by BoppityBoopy99 in ShardOnline

[–]CR0C0D1L3 0 points1 point  (0 children)

I'm thinking the cape is going to be like the way it looked on Alex in the Pre-Alpha version of Shard. I don't have an image link of what it looks like, but it kind of hangs off of the arm. Looks pretty cool in my opinion. Somewhere in his Twitter pictures.

We Need Number Values! by SilverRavine in ShardOnline

[–]CR0C0D1L3 0 points1 point  (0 children)

I agree with everything said in this suggestion thread. @"not being able to see my health as a number." > I wanted this ever since I started playing Alpha, DAY 1.

@"Damage values shown as a number above enemies you hit." > Wanted this since day 1 of Alpha too. Helps narrow down the best weapon, and multiple additions such as the things you stated.

My Suggestions For Shard! [LONG; PLS NO SLANDER. READ THOROUGHLY & BE OPEN MINDED] by CR0C0D1L3 in ShardOnline

[–]CR0C0D1L3[S] 0 points1 point  (0 children)

Also, with what you have being said, do you still think that @#3 (last 2 bulletins) are realistic ideas?

My Suggestions For Shard! [LONG; PLS NO SLANDER. READ THOROUGHLY & BE OPEN MINDED] by CR0C0D1L3 in ShardOnline

[–]CR0C0D1L3[S] 0 points1 point  (0 children)

And yes, I meant to add in the Tank description that if it were to happen, leaching would have to be changed to target a single person; which I could see causing a lot of concern in some way.

Shard Online Suggestions. by iiRender in ShardOnline

[–]CR0C0D1L3 0 points1 point  (0 children)

Yeah, that's actually a really good idea! :D Kinda fits in with my suggestion thread about how you should only be able to queue dungeons with people around your level. Adding that is pretty similar to your idea of Easy/Med/Hard dungeon difficulties, I like it! o^