Technically, a morning star is actually just a mace with a spiked ball on the end. A spiked ball and chain is usually called a flail and would be awesome to try and use in VR, but I pity the programmer that has to come up with the physics algorithm for it.
Yuck, the level of Physics in a multi linked metal chain, with ball at the end which can be moved in any direction and change speed at any pointā¦ I donāt see how you would code realistic looking movement without killing the majority of computers.
I mean, if you want to get really scientific, the whole strength of a weapon like that comes from the leverage you can get from a longer than normal weapon, this comes with the downside of needing a long swing to get it up to speed (due to itās weight). However in vr, you can just twist your wrist and due to the length of the weapon the tip is then going very quickly.
tl;dr irl itās hard to swing, in game it wouldnāt be
Unfortunately this starts to become true for a lot of weapons, the advantages of lighter weapons irl donāt exist in VR as none of the weapons have any weight or take any effort to swing, so you either have to make it just cosmetic, or put a larger punishment on heavy weapons for short swings (something I know Riley has spoken about/ put in the game? already)
edit: Iām very much not a programmer, so quite happy to be corrected on the difficulty to code into the game. Iāve seen videos (since posting) that argue it both ways.
Iāve been bulking up in QuiVR: the shoulder shredding simulator for a couple months now. totally ready for ranger
Runemage for sure if there is a way to see the comboās in game. If we get more spells after lvling or playing for a while, iām afraid itās going to be hard to remember all the spells x_x.