I know this would not be a big hit with most classes but hand to hand should be a selection for weapon expertise. there are alot of items out there granting weapon + but hand to hand is lacking, this would help werebeasts some while in forms since most fight while transformed and their attacks are hand to hand based.
Weapon expertise
Wow, this may be the answer for werebeasts. Good thinking.
Sarcastic much, never said it was the fix of it all but doubt it would hurt.
Dude, you are way too defensive, IG and out. No sarcasm was in that.
What are the broken classes (generally speaking) for werebeasts? Ranger/zerker. Both get weapon expertise. If we added power expertise, this could solve the issue. Make it more defensive, like a monk, when you have no weapon. Would serve no purpose other than werebeast, but a good idea, still.
Honestly looked like you were taking a jab. And yes I am probably more defensive then most Im a kid and sometimes feel like all you adults are taking pot shots at me.
I dont understand the power expertise point you mentioned but I figured when I play the race it kinda sucks to be putting expertise into a weapon I will only be using 36 hours of a day as I try to fight in form. Guess I need to look at the helpfile for power expertise.
As it is now, werebeasts do not use "hand to hand" as a class when transformed. They now take the weapon class of what they wielded prior to transformation - a change by yours truly.
that's all I have to say 'bout that.
As it is now' date=' werebeasts do not use "hand to hand" as a class when transformed. They now take the weapon class of what they wielded prior to transformation - a change by yours truly.[/quote']
Does this also mean that Warmaster forms register with the weapon they held prior to transformation?
We ask Morlhach gives. Anyone else kind of creeped out about the fact that we are being spoiled. Stay away from my soul and firtborn Morlhach!!
Jk man you are making leaps and bounds improvements to an already awesome world we stomp in. Kudos and many thanks.
Does this also mean that Warmaster forms register with the weapon they held prior to transformation?
No.
We ask Morlhach gives. Anyone else kind of creeped out about the fact that we are being spoiled. Stay away from my soul and firtborn Morlhach!!
Jk man you are making leaps and bounds improvements to an already awesome world we stomp in. Kudos and many thanks.
Kinda, yeah. While we may ask for the sun and the moon, at least the staff is being level headed and not throwing stuff in there so as to unbalance the game.
Still, I refer back to this thread.
Morl: what about the offensive and defensive properties of said weapons before transformation. Like wielding whips you would be more offensive, staff defensive?
That's what he meant.
That's what he meant.
This.
As it is now' date=' werebeasts do not use "hand to hand" as a class when transformed. They now take the weapon class of what they wielded prior to transformation - a change by yours truly.[/quote']
This will be a huge boost in a area that they do not need. Speaking from someone who plays Werebeasts, my werebeasts had zero problems hitting people transformed.
They got to output 4 to 5 attacks consistently every round with a very high average damage. While keeping a very good defense relying on their empowered dodge alone.
Giving them this, will make every werebeast either dual axes or whips, depending on opponent weapon knowledge.
They will get the best offense, while keeping a very solid defense.
And I don't see how their weapon selection can affect their defense unless dodge now is related to wielded weapons properties, which would be non logical.
Wow!
Sounds like they now make incredible zerks. Perhaps strong enough to rival their giant counterparts now?
Does this change affect there weapon cleaves at all? Or are they still unable to use the skill due to technically still not wielding a weapon?
With Barbarians being able to use staves, werebeast rangers also sound very viable.
Yes, and still gimped, due to the way deathblow works.
This will be a huge boost in a area that they do not need. Speaking from someone who plays Werebeasts, my werebeasts had zero problems hitting people transformed.
They got to output 4 to 5 attacks consistently every round with a very high average damage. While keeping a very good defense relying on their empowered dodge alone.
Giving them this, will make every werebeast either dual axes or whips, depending on opponent weapon knowledge.
They will get the best offense, while keeping a very solid defense.
And I don't see how their weapon selection can affect their defense unless dodge now is related to wielded weapons properties, which would be non logical.
You act as if I have limited knowledge about werebeasts and their mechanics or something. You forget that I was once a player. ![]()
I don't think you have limited knowledge on mechanics or Werebeasts mechanics. Specially, since you coded recently four new races for them. ![]()
What I argue is the wisdom of the change. In my opinion their melee defense/offense is (or was) balanced. And this new change is just a big boost to their offense, while not addressing the factors that some players have been arguing about. The lack of the possibility of using half their skills when transformed.