Siegurt wrote:You could also just as easily suggest merging falchions (8dm, +2 acc, 13 speed) with long swords, or halberds (13dm, -3acc, 15 speed), with glaives (15 dm, -3 acc, 17 speed), or rapiers and short swords, or really most of the weapons in the game which have a difference of around 2 base damage and either 1 or 0 difference of speed with the next-better weapon, a couple have a difference of 3, and a couple have 1...
Note your examples include some difference of speed (esp. falchions, they even have 6 mindelay) whereas maces, flails, scimitars, and long swords are exactly the same speed. Halberds are very common 2-hand polearms and glaives are second-best, 2-hand, end-worthy polearms. The difference in base damage becomes more pronounced with skill, e.g. +2 mace > +0 flail at 0 skill, but then you get a little fighting/m&f and +2 mace < +0 flail, so you see more difference with slower weapons like halberd/glaive, while the ones I recommend merging are weak early weapons where you don't see that nearly as much. Practical scarcity further brings out contrast between ultimate and penultimate weapons of a certain kind e.g. morningstars and eveningstars.
Is there something you don't like about removing base weapon types?
I think it's commendable that Crawl goes for a few well-defined base weapon types within each skill.
Siegurt wrote:Clipping scimitars down to 11 damage means there's no really decent one handed long sword shy of demon weapons, and advancing long swords to 11 means there's no one-handed common upgrade available for gladiators or fighters, which isn't *awful* but does decrease the variation as you advance through the game.
I'm not sure that's even bad at all. Fighters and gladiators start with war axes, to which there is only one 1-handed upgrade - the uncommon broad axe - and the starting weapon Quarterstaff has only one upgrade. It's hard to call what you say a decrease in variation too, because you almost never stick with your original weapon for long. For example if fighters started with scimitars, they'd likely switch to better scimitars before long.
Siegurt wrote:Admittedly mace/flails have a lot of variants could probably stand to lose 1 of those, but it seems an odd choice to single out
What might you choose? For me, only maces and flails are reasonable to single out - just some moot early-game weapons you use for a bit and discard with no distinguishing features (unless you find some well-enchanted/branded/artefact). Morningstars are quite common and are the typical 1-hand upgrade.
Siegurt wrote: I'd rather see scimitars moved up to 13 dmg to increase the difference with long swords than to move it down to 11, personally.
I'd beware giving scimitars 13 base damage which would make them exactly slower demon blades.
duvessa wrote:HardboiledGargoyle wrote:Personally I think dire flails should be the 17 damage/speed weapon, and great maces should be the 13 damage/speed weapon, but that's a lesser aesthetic issue (we'd see more people toting a badass flail late-game, and shouldn't it take a while to swing that heavy spiked ball on a chain?)
If you're going for a realism argument
On the contrary, I just think the dire flail should be the pinnacle M&F weapon because it fantastically awesome. The current place of dire flails and great maces is like... imagine if triple swords and great swords were swapped in name and tile. That wouldn't have as much appeal. Triple swords sound stupidly brutal (higher base damage) and unwieldy (need higher skill) and it would seem odd for triple swords to be more common than normal-looking great swords. It is also really cool to imagine being able to swing a great mace quickly (6 aut mindelay) due to having great leverage, with the great mace being the only mace designed to be wielded with two hands.