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Re: Werebeast class
Posted: Fri Apr 19, 2013 8:06 am
by HousePet
Looks good to me.
Re: Werebeast class
Posted: Fri Apr 19, 2013 8:22 am
by rexorcorum
Case closed!
Should I retain the filenames as close to the psiblades ones, i.e. "mindstar_psiclaw_right_01.png" and "mindstar_psiclaw_left_01.png", so you can use the psiblade code and replace "blade" with "claw"?
Re: Werebeast class
Posted: Fri Apr 19, 2013 8:45 am
by HousePet
Sure, it doesn't really matter, but it could be less confusing overall.

Re: Werebeast class
Posted: Mon Apr 22, 2013 8:00 pm
by rexorcorum
Here comes the
Psiclaws gfx Pack - with a slight delay, for which I am humbly apologizing

The directory structure is ready for addon integration (i.e. overload/data/... etc.).
Anyway, I haven't tested them ingame and will wait for the actual code from HousePet to finally tweak them if need be.
Cheers!
Re: Werebeast class
Posted: Tue Apr 23, 2013 1:02 pm
by HousePet
Re: Werebeast class v1.1
Posted: Wed Apr 24, 2013 1:20 am
by Sailorhudin
just dl the add on. its insanly good, i love it. i love the style, the skills, just ammazing... and the staring area, just wow! great job. the best klass add that i have seen

but something is bothering me. i love the idea of psyclaws, i love how they look, but they are to weak

. why should i use dual mindstars, when i can use swords axes maces with 60% more phisical dmg? its much more efficient, especialy with all this skills with %wpn dmg. my idea is, that you add +% phisical dmg to psyclaws, so that they will be much more viable and efficient, addition to the current effect. (didnt test psyclaws at high lvl, but i dont think that they would be nearly good as normal weapons, correct me if i am wrong)
Re: Werebeast class v1.1
Posted: Wed Apr 24, 2013 3:28 am
by rexorcorum
I hope you like the psiclaws gfx
I have a request - I won't be able to test the images for all races/genders ingame for some time. So, if anyone encounters glaring issues (with positioning mainly, but not exclusively) with them - drop me a pm or post it here, so I can look into them.
Thanks and happy hunting, beasties!
Re: Werebeast class v1.1
Posted: Wed Apr 24, 2013 3:52 pm
by random417
So, I played this when it first came out like back in b43 or so, then I kinda wandered off. Question though. Mindstars work with Wil and Cun, but the Wolf-Aspect tree (which gives us a mindstar based talent) scales with Str... Is there some reason that doesn't scale with Wil or Cun? As it is, I WANT to pull the point out of Rampage, and drop Str, run Wil, Cun, but I want pretty much that whole tree, so I have to pump Str as well. Thoughts?
Re: Werebeast class v1.1
Posted: Thu Apr 25, 2013 2:49 am
by HousePet
It doesn't scale with strength, its scales with mindpower.
Strength is just used as the prereq stat.
Re: Werebeast class v1.1
Posted: Thu Apr 25, 2013 11:54 am
by aristalis
random417 wrote:So, I played this when it first came out like back in b43 or so, then I kinda wandered off. Question though. Mindstars work with Wil and Cun, but the Wolf-Aspect tree (which gives us a mindstar based talent) scales with Str... Is there some reason that doesn't scale with Wil or Cun? As it is, I WANT to pull the point out of Rampage, and drop Str, run Wil, Cun, but I want pretty much that whole tree, so I have to pump Str as well. Thoughts?
The question is actually why aren't the prerequisites mental when the talent effects are.
Re: Werebeast class v1.1
Posted: Thu Apr 25, 2013 11:59 am
by HousePet
Its a curse, its not supposed to be nice.

Re: Werebeast class v1.1
Posted: Sat Apr 27, 2013 12:19 am
by spiralrazor
random417 wrote:So, I played this when it first came out like back in b43 or so, then I kinda wandered off. Question though. Mindstars work with Wil and Cun, but the Wolf-Aspect tree (which gives us a mindstar based talent) scales with Str... Is there some reason that doesn't scale with Wil or Cun? As it is, I WANT to pull the point out of Rampage, and drop Str, run Wil, Cun, but I want pretty much that whole tree, so I have to pump Str as well. Thoughts?
My impression of the class post 30 is that without the Rampage line, the whole auto-bump method is weak as hell.
if your going Wil/Cun, why not go tangle vine?
Re: Werebeast class v1.1
Posted: Sat Apr 27, 2013 5:36 am
by thatguyjj
I like the idea but i really wish you change the wolf aspect as well, the psi claws are god awful useless late game compared to psiblades.
Re: Werebeast class v1.1
Posted: Sat Apr 27, 2013 11:21 am
by Theyleon
thatguyjj wrote:I like the idea but i really wish you change the wolf aspect as well, the psi claws are god awful useless late game compared to psiblades.
Have to agree with this - I get that you don't want to make psi claws just psiblades with a different graphic, but they need way more then a small, badly scaling flat damage bonus. At the very least they need the standard +physical power and +damage% that the other weapon masteries get. Some bleed would be thematic as well (although you already get that from scoundrel), or attack speed, or make each skill in the tree give a passive bonus to claws as ideas.
Re: Werebeast class v1.1
Posted: Sat Apr 27, 2013 3:10 pm
by Sailorhudin
Theyleon wrote:thatguyjj wrote:I like the idea but i really wish you change the wolf aspect as well, the psi claws are god awful useless late game compared to psiblades.
Have to agree with this - I get that you don't want to make psi claws just psiblades with a different graphic, but they need way more then a small, badly scaling flat damage bonus. At the very least they need the standard +physical power and +damage% that the other weapon masteries get. Some bleed would be thematic as well (although you already get that from scoundrel), or attack speed, or make each skill in the tree give a passive bonus to claws as ideas.
could agreed more. flat phisical bonus would be a start + bleeding would be the most logic think to do (2 bleeds yay)