The recent change to minimize the damage gap between weapon rarities is undeniably the most fantastic update they’ve introduced yet! Huge thanks to IronMace for implementing this change. I’ve been advocating for such a shift for quite some time, and I believe this adjustment should receive much more attention. It feels like this change may have gone somewhat unnoticed, possibly due to the focus on duo queue, but it’s a game-changer, particularly because we all recognized how lackluster starter weapons were when compared to greens and blues!
However, it appears that the longsword may have drawn the short end of the stick in this patch. It seems that vendor-grade longswords still boast similar damage values as before, hovering around 34. I can’t confirm whether epics or legendaries have been adjusted downward, as I haven’t come across any of those variants yet.
Conversely, other significant two-handed weapons have received damage buffs in this update, but the longsword, which already barely outperformed some one-handed weapons in terms of damage, appears to have been left out. While it’s true that the riposte is a potent ability, it carries a certain risk factor, as missing leaves you exposed to free damage, and ripostes aren’t guaranteed to land either. With the base damage of the longsword being significantly lower than that of other two-handed weapons, it necessitates hitting the parry/riposte just to match the damage output of a standard halberd strike. In my opinion, it could benefit from a modest 5-10% increase in damage, maybe you can improve damage through a lot of Dark and Darker Gold.
It’s worth noting that it was at 33 damage before the patch, so it did receive a slight bump with a +1 increase. However, considering its relatively sluggish handling, I had hoped for a bit more improvement.
The riposte should indeed be a calculated risk you take to amplify your damage output, but currently, it feels like it’s the only viable strategy for the longsword. Essentially, if your opponents aren’t easily parry-able, you find yourself dealing less damage than you could with other weapons. Being ignored by enemies during a skirmish becomes a drawback, and attempting to parry carries substantial risk even when facing opponents.
Additionally, it’s worth mentioning that riposte damage remains unaltered from the previous playtest, so when it eventually receives tuning adjustments, the longsword may struggle to compete. The longsword’s damage lags behind other weapons, its range is lackluster, its swing speed and subsequent slowdowns are detrimental, and there are few perks specifically tailored for it, apart from defensive options that could be just as effective with a falchion and heater shield.
To address these concerns and bring the longsword more in line with the halberd, falchion, and spear, I propose increasing the primary combo damage of the longsword (or its base weapon damage). Simultaneously, adjust the riposte to be a calculated risk that can pay off through skill expression, rather than the only viable approach. Additionally, consider reducing the mobility constraints imposed by the longsword’s swings; perhaps introducing a mobility perk specific to longswords or swords in general to enhance build diversity. Addressing these issues would make the longsword a more competitive choice alongside other weapons.
It’s disheartening to witness the other weapons receive enhancements while the longsword remains neglected once again.
More read in my blog: https://heartsandcoins.org/


