Please remove cunning req on crooked club

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edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Please remove cunning req on crooked club

#1 Post by edge2054 »

The cunning requirement on this thing makes it basically unusable for the majority of people who find it and the fact that it's a mace makes it undesirable for rogues. Considering it's an early game weapon and many characters will not be able to boost cunning to acceptable levels through equipment to use it I suggest the cunning requirement simply be removed to make the artifact more viable. As it is now I think it's vendor fodder for most characters.

Reverend Bizarre
Higher
Posts: 61
Joined: Sun Jul 11, 2010 9:03 am

Re: Please remove cunning req on crooked club

#2 Post by Reverend Bizarre »

Agreed. This club is useless for Reavers, Temporal Wardens, Fighter, Sun Paladins and all other classes who decide to rely on 1h weaponry.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Please remove cunning req on crooked club

#3 Post by Frumple »

I've found mindslayers can get some use out of it (and dual-wield or sword and board are very viable for slayers!), if 1h loot is fairly unforgiving early on and they find the club soon enough, but... that's about the only class that can actually use the poor thing.

I'd actually suggest, instead of getting rid of the cunning requirement entirely, to just reduce it a bit, to around the 14-16 range. Then it'd be a lot easier to hit the req for (via overkit, if nothing else), opening its use to a lot more classes.

The weapon actually has a lot going on for it -- it's D-steel damage with effectively an accuracy and crippling ego tacked on, or steel with massacre plus those other two -- but it's easy to miss those benefits when all that's really noticeable offhand is the mostly useless 14% confusion chance.

One could also change the confusion on strike to confusion on hit, to make it sexier for fighters/sunpas and dual-wielders.

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