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  1. #21
    Community Member Antheal's Avatar
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    How about just starting with weapons that mobs already have in the game?

    Like spears and javelins that the Sahuagin have, for starters.

  2. #22
    Community Member PinkDragonJr's Avatar
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    Quote Originally Posted by ShadowFlash View Post
    Pro's:
    all the benefits of TWF, without the off-hand penalty
    Only 1 weapon to craft for specific purposes (boss beaters)
    inventory management

    Con's:
    basically just wielding 2 battle-axes
    only one set of magical properties used

    All-in all, I see them as more of a flavor weapon, as higher DPS is easily achieved by other means. The ability to only have to make one triple pos double hammer as an undead beater
    (or other niche weapons) is nice though.

    ShadowFlash
    When i look at the dire weapons (Orc B/Ax, Hoziaken, Double-blades, and Dual Maces) I see balanced weapons, like staves. which would lead to, I think to a lot of monk/Kensei builds.
    Not saying that's a bad thing. Would like to see a monk get their spastic on while holding one of those. that's just how I see those weapon additions going. and Yes i would love to the see the scythe make and appearance. the farmers use them so they already have the animations and models for them. you could even have the monk weapon master for a choice one of these weapons as a prestige alongside the good and evil prestige's, maybe focusing on a neutral-ish path.
    JOIN THE 101ST GIANTHOLD AIRBORNE : WHERE FLYING THROUGH THE AIR IS NOT ALWAYS BY CHOICE.

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  3. #23
    Community Member masterzzan's Avatar
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    Quote Originally Posted by Scalion View Post
    There are a lot of possible weapons, but there's only one real 'need' in my mind.

    I would like an exotic crushing one handed weapon that has the same two handed weapon properties as bastard sword and dwarven axe.

    I don't see a reason not to have it, 1d10 crit on a 20, x3

    Just like battle axe >> dwarven axe

    Warhamer should >>> something


    I do think the OP's suggestion could work, but there are no exotic 2 handers, so it may upset the balance.

    Unfortunately I think the only way to keep it balanced with current 2 handers would be to make it 1d8 x2 on a 19 or 20
    you will have problem with implanting that as the 2 handed maul already has 1d10 and crit range of 20 / X3
    ^^^^^^^^
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  4. #24
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    actually there's no need to create the double weapon rule. since quarterstaff and shining crescent both works properly as intended.

    the numbers and such should stay as close as PnP as possible

    i made this post after looking at many 3.5 PnP weps, atm

    lances, whip, chain spikes and such weps have double range which is not present in-game

    javelins, bola, net requires special animation to be made, tho this can be considered implemented via cannith crafting- rune stones

    another wep i noticed is the :

    great bow
    exotic wep(made by elven forest tribes)
    must be at least 6 feet tall to use

    i'm actually using the least required work (in my mind) to implement. considering the weapon rules from PnP and what's in-game

  5. #25
    Community Member Ungood's Avatar
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    Quote Originally Posted by masterzzan View Post
    you will have problem with implanting that as the 2 handed maul already has 1d10 and crit range of 20 / X3
    Yah. but they could put in 2d4 20/x3 (does slash and blunt) weapon.

    Called the Dwarven Hammer of War. (Based of Betaray Bills Hammer: Stormbreaker)

    Also, an Orc Double Axe was basically two great axes put together by a long pole. So it's profile would be something more along the lines of:

    Orc Double Axe:
    Damage Profile: 1d12 20/x3 (Normal Great Axe)
    Double Strike: 8% (This is an Inherent Bonus and Stacks with all other Double Strike Bonuses, also this goes away if you not proficent with the weapon.)
    Animation: Quarter Staff.

    I would like to see double Swords in the game as well.

    But lets be real, if you put in double weapons, players would want to have 2 prefixes and 2 suffixes because, it's a "double" weapon.

    That would OP the everliving daylights out of these weapons and we all know it, and even if players were told that, they would still complain that it is a double weapon and should have double the augments. And the endless posts about it would continue to fill forums.

    The arguments would be: I need to take a special feat to use this weapon I should be more powerful.

    Folllowed by a cry for "We need more named double weapons"

    We all know it.

  6. #26
    Community Member Alrik_Fassbauer's Avatar
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    In TDE, there is a sort of lesser demon which is classically fighting with whips.
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

  7. #27
    Founder Riggs's Avatar
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    Yeah new weapons would be nice.

    Double weapons could use the staff animation, but that would be kind of lame. But better than not adding in a new weapon at all.

    However spears, halberds, pikes etc which are far more basic weapons should be added first.

    And Since Druids are coming - scythes.

  8. #28
    Community Member licho's Avatar
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    IMHO the double enders should have a advantage:
    - Being able to craft one specific weapon for the niche task (like bayeshyk stick, or anti undead, or whatever bane)
    - Add the full str modificator to the offhand, which is a big thing itself. Since there is no main hand.
    - looking awesome

    And this is enought.

    As for animation, it must be the new one, since blow with double ender over your head could be harmful.
    But something with swing of blades around toon is a good direction, or some filling and throwing in the air and then pin to the ground. :-p
    Last edited by licho; 03-02-2012 at 08:20 AM.

  9. #29
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    i don't think it's wise to introduce a weapon boosted right way, this is how it should be implimented:

    1- everything from the PnP ver with some minor additions like making it martal for half-orcs. not considered a double weapon, but has a minor increase in attack speed

    2- readjustments to weapons and procs

    3- with such a weapon in the game, the design team can create, test and tweak the double weapon mechanics

    4- readjustments to weapons and procs

    5- rebalance or change extra/new mechanics as accordance
    -------------------------

    this is also what happened to b.sword and dwarven axe. glancing blows and such can be implemented given the chance.

    which is why i always object to new items buffed at start

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