Celina2008-05-03 22:50:18
QUOTE(Doman @ May 3 2008, 05:13 PM) 508634
Furry = Drama
But what I mean is, ( and I know, dead horse, blah blah) is why Tae'dae suddenly became playable, while Trill = still pretty screwed, when the logic for Trill not being good now is because they would be too good when their Spec comes out.
But what I mean is, ( and I know, dead horse, blah blah) is why Tae'dae suddenly became playable, while Trill = still pretty screwed, when the logic for Trill not being good now is because they would be too good when their Spec comes out.
Actually, tae'dae still kind of suck
Rika2008-05-03 22:51:34
QUOTE(Celina @ May 4 2008, 10:50 AM) 508644
Actually, tae'dae still kind of suck
Yeah, mugwump warriors suck too. What's your point?
Doman2008-05-03 22:52:34
They -kinda- suck. They are still playable, moreso than they were.
Celina2008-05-03 22:55:36
QUOTE(rika @ May 3 2008, 05:51 PM) 508645
Yeah, mugwump warriors suck too. What's your point?
Erm. What? I think my point was "tae'dae still kind of suck." I have no idea what you are getting at with the mugwump comparison.
Yeah, they are better. But the low dex make them crappy warriors, which is kinda what their stats are built for. I'm only tae'dae because I just like the idea of tae'dae.
Rika2008-05-03 23:29:46
ANNOUNCE NEWS #1077
Date: 5/3/2008 at 23:27
From: Estarra, the Eternal
To : Everyone
Subj: Racial Native Weapon Tweaks and Champ Items
We are trying something simpler out with racial native weapons and
adding two new racial native weapons. Those races who use a native
weapon will find the stats of those weapons have increased.
- Illithoid : native weapons are ninjakari chains and nekotai claws
- Kephera : native weapons are tahtetso staves and shofangi knives
Also, in a similar vein, we are simplifying the effect of champion items
for warriors and adding an effect for monk champion items.
- Warrior champ items will increase the damage of weapons held by the
champion
- Monk champ items will increase the precision of weapons held by the
champion
Penned by My hand on the 23rd of Klangiary, in the year 205 CE.
Native weapon gives +5 to all stats for one-handed. Assume it's 10/11/5 for two-handed.
Date: 5/3/2008 at 23:27
From: Estarra, the Eternal
To : Everyone
Subj: Racial Native Weapon Tweaks and Champ Items
We are trying something simpler out with racial native weapons and
adding two new racial native weapons. Those races who use a native
weapon will find the stats of those weapons have increased.
- Illithoid : native weapons are ninjakari chains and nekotai claws
- Kephera : native weapons are tahtetso staves and shofangi knives
Also, in a similar vein, we are simplifying the effect of champion items
for warriors and adding an effect for monk champion items.
- Warrior champ items will increase the damage of weapons held by the
champion
- Monk champ items will increase the precision of weapons held by the
champion
Penned by My hand on the 23rd of Klangiary, in the year 205 CE.
Native weapon gives +5 to all stats for one-handed. Assume it's 10/11/5 for two-handed.
Doman2008-05-03 23:30:29
Hmm, not bad, but monks don't need to get faster
Unknown2008-05-03 23:31:09
So champ helm wounding has been nerfed?
Woot.
Woot.
Unknown2008-05-03 23:32:11
Do keph need buffing?
Rika2008-05-03 23:34:31
Yeah, I really don't think kephera need even MORE buffing. It may not be +5 for the (one-handed) monk weapons, but if it is, wouldn't 5 more speed make a huge difference (this is just from what I've heard)?
EDIT: I confirmed. Is +5 for kephera with shofa as well.
EDIT: I confirmed. Is +5 for kephera with shofa as well.
Desitrus2008-05-03 23:40:03
Great for monks, but it didn't address the issue for warrior spec races at all. In fact it got worse? I just don't get it I guess.
Ildaudid2008-05-04 00:42:42
Well it makes spec races give more damage/wounds for PvP. It doesn't address the specific wounds though. It is a start, and helpful. It could be seen as a bit much though throwing stats like that.
I had a 152/xx/280 bashing weapon. When it was slapped with dwarf runes it was 172/xx/290, now it is 192/xx/295. If I choose to put up drawdown I am bashing with a 212/xx/305 (I think I can't remember the numbers again... if I am wrong Geb or Desi will correct me)
Now this is my bashing weapon, imagine what my waraxe is now, and my wounding klangaxe.
I had a 152/xx/280 bashing weapon. When it was slapped with dwarf runes it was 172/xx/290, now it is 192/xx/295. If I choose to put up drawdown I am bashing with a 212/xx/305 (I think I can't remember the numbers again... if I am wrong Geb or Desi will correct me)
Now this is my bashing weapon, imagine what my waraxe is now, and my wounding klangaxe.
Desitrus2008-05-04 01:09:16
Right, but the concern was that spec races outside of krokani have such abysmally low dexterity that you could not get the afflictions associated with wounding, so it makes the race useless again.
Ildaudid2008-05-04 01:51:29
QUOTE(Desitrus @ May 3 2008, 09:09 PM) 508662
Right, but the concern was that spec races outside of krokani have such abysmally low dexterity that you could not get the afflictions associated with wounding, so it makes the race useless again.
I know, all it has done is basically boost the wounding/damage of the spec races without adressing the affliction problems of spec races... cept it did just make Krokani BC's a bit scarier
Geb2008-05-04 02:09:22
Yea, I would have prefered that they did something about the wound affliction rate or the dexterity of Dwarves, Orclach, and Igasho instead of what was done. I prefer the old accuracy boost over this new weapon stat change.
Ildaudid2008-05-04 02:52:14
Well time to fear the Krokani BC's who just got weaponaura. Now a Moon/Night can stack it with their weapon aura... But a Paladin/Necromancer Krokani BC just ended up with their own weaponaura (cept for speed which is only 5 per)... I can't wait to see if any competent BCs from the cities show just how nice this might be for them when combined with their Sacraments or Necromancy.
Jitwix2008-05-04 10:39:44
I'm not 100% sure what dexterity does for warriors besides increase wounding affliction rates, so I'm not sure if it would work, but how about giving spec warrior races a dex boost when they are wielding their native weapon?
EDIT: Also, I thought that monk weapon stats didn't make as much difference as warriors, so dies the keph/illi native weapon thing make them much more powerful as monks?
EDIT: Also, I thought that monk weapon stats didn't make as much difference as warriors, so dies the keph/illi native weapon thing make them much more powerful as monks?
Ashteru2008-05-04 11:15:11
QUOTE(Doman @ May 3 2008, 10:52 PM) 508646
They -kinda- suck. They are still playable, moreso than they were.
Lol. No. Take it from me.
Sahra2008-05-04 11:31:00
QUOTE(Jitwix @ May 4 2008, 06:39 AM) 508755
I'm not 100% sure what dexterity does for warriors besides increase wounding affliction rates, so I'm not sure if it would work, but how about giving spec warrior races a dex boost when they are wielding their native weapon?
EDIT: Also, I thought that monk weapon stats didn't make as much difference as warriors, so dies the keph/illi native weapon thing make them much more powerful as monks?
EDIT: Also, I thought that monk weapon stats didn't make as much difference as warriors, so dies the keph/illi native weapon thing make them much more powerful as monks?
For Keph:
Males, more then likely... Females... not so likely.
For Illi... not quite sure, but they seemed alright for monks even before the changes
Jitwix2008-05-04 15:17:18
So, if kephera and illithoids get native monk weapons, can loboshigaru get them too? Cause they have monks in the mountains. Ok, so it doesn't make much sense to give them all four weapons, so how about making them ka punch and kick a little harder? Pwetty please?
Ixion2008-05-04 15:25:36
I think this is getting a little ridiculous.
I see a lot of begging for upgrades for things that really don't need it. The point here, as I see it, is to make the races relatively balanced and viable, not perfectly balanced and equally strong.
I see a lot of begging for upgrades for things that really don't need it. The point here, as I see it, is to make the races relatively balanced and viable, not perfectly balanced and equally strong.