Doctornull wrote:How do you feel about the solution I implemented in Nulltweaks?
Specifically commenting on:
"Adds Agile Mastery - full effectiveness mastery of Knives and Whips; requires Dexterity.
Adds Greatweapon Mastery - full effectiveness mastery of Axes, Maces, Swords and Tridents; requires Strength. This talent is granted by the Warrior Escort and the prodigy Legacy of the Naloren in place of Exotic Weapons Mastery."
I haven't used it in game, but conceptually its better. Whips and tridents are in no way related. Exotic weapons as a class are a poor leftover from old D&D proficiency system that sucked to begin with, IMO. It pissed me off to no end that a Katana was "exotic", give me a frigging break. If I can wield a sabre and a bastard sword I can damn well use a katana, maybe I won't be doing it in a "kendo" style, but I can damn well slice with a curved blade just fine thank you.
These classification systems for weapon are always very imperfect. Whips really fit with nothing else. Using a whip is unique even compared to its closest cousin; a flail. Dagger skill in no way transfers to whips. Similarly using a greatsword is just not the same as a pole arm, the methods used to guard are quite different and the consequences of grip are always very important.
One way of another you basically wind up with either two many categories or some silly associations. But certainly dagger and whips together makes more sense than tridents and whips (without some sort of cultural argument rather than pure body mechanics).
Game mechanics wise, I don't really know the reasoning behind the existence of exotic. It could pretty obviously be taken out and folded into lines. They don't actually seem special though. Whips are mostly just some funky artifacts with some novel abilties. But there are plenty of swords and daggers that fit that bill (silent blade for example or morrigan). And tridents are just another two handers, I believe they have the same str based multiplier even. Maybe its just there for some flavor and just for the hell of it. And these few exotic artifacts are just there to troll us. I dunno. I mean its sort of the nature of the game to get trolled by equipment drops, I only get Ebon blade dagger on non-stealth characters.
I think the least intrusive thing to do is to simply add an exotic weapon trainer somewhere that is the same as staff (two mopney based unlocks etc) and I would say it should be in the west (with possible duplicate in east) so that people can get it early enough to not have to juggle points for 30 levels.
But even here when we really think about it, the only way I have truly though of being able to take advanatage of this on a character that was not a throw away lark, would be to vault artifact whips and then take legacy of naloren later. It is super super unlikely you will get the exotic weapons you want on some random run. And if you just happen to find say a nice tier 3 whip like stormlash (I think I have the tier right) at level 15 (which has happened to me). You still may never get another decent exotic weapon, although you can certainly get some tridents by going to naga area.
I mean in the end exotic weapons are really just one gigantic extremely unlikely corner case as it stands.
My initial take is to always go with the least intrusive thing. But in reality when you look at how it plays out its better to do your solution, because the itemization for exotic just backs a character into a rather bad corner.
However it would also make Legacy of the Naloren really good because I believe that adds onto your current skill amount and you you most likely wind up with 10 talent in great weapon. Right now the relative inability to get exotic outside of lucky escorts is a dampening factor on that.