Werebeast class v1.4.3

A place to post your add ons and ideas for them

Moderator: Moderator

Post Reply
Message
Author
HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class

#61 Post by HousePet »

Looks good to me.
My feedback meter decays into coding. Give me feedback and I make mods.

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Werebeast class

#62 Post 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"?
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class

#63 Post by HousePet »

Sure, it doesn't really matter, but it could be less confusing overall. :)
My feedback meter decays into coding. Give me feedback and I make mods.

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Werebeast class

#64 Post 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!
Attachments
Psiclaws_gfx.zip
(198.25 KiB) Downloaded 308 times
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class

#65 Post by HousePet »

http://te4.org/games/addons/tome/werebe ... -class-v11

Updated: Now with Feral Power Bodywash!
My feedback meter decays into coding. Give me feedback and I make mods.

Sailorhudin
Wayist
Posts: 21
Joined: Sat Apr 06, 2013 12:29 pm

Re: Werebeast class v1.1

#66 Post 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 :D
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)

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Werebeast class v1.1

#67 Post by rexorcorum »

I hope you like the psiclaws gfx 8)
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!
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: Werebeast class v1.1

#68 Post 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?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class v1.1

#69 Post by HousePet »

It doesn't scale with strength, its scales with mindpower.
Strength is just used as the prereq stat.
My feedback meter decays into coding. Give me feedback and I make mods.

aristalis
Halfling
Posts: 83
Joined: Sun Jan 09, 2011 1:09 am
Location: Texas
Contact:

Re: Werebeast class v1.1

#70 Post 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.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class v1.1

#71 Post by HousePet »

Its a curse, its not supposed to be nice. :P
My feedback meter decays into coding. Give me feedback and I make mods.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Werebeast class v1.1

#72 Post 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?

thatguyjj
Posts: 2
Joined: Sat Apr 27, 2013 5:32 am

Re: Werebeast class v1.1

#73 Post 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.

Theyleon
Thalore
Posts: 152
Joined: Fri Mar 15, 2013 9:58 am

Re: Werebeast class v1.1

#74 Post 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.

Sailorhudin
Wayist
Posts: 21
Joined: Sat Apr 06, 2013 12:29 pm

Re: Werebeast class v1.1

#75 Post 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)

Post Reply