There used to be a build (Pre-enh tree FB, if I recall) that used picks well because it got 2-3 extra threat range and mult, wielding Deathnips, when Improved Critical feat doubled the full threat range of the weapon, not just the natural threat range of the type.If they approach older weapons with unique balance choices, I hope it's something more interesting than just bland +threat +multi numbers game.
Prefer something like.. For picks, vorpal range is increased by 1 (so if twf 19-20, if swf 18-20) and vorpals do extra dmg; Picks always count as keen and vorpal more often; stuff like that.
I feel like a Pick should be that "Cracked the shell with catastrophic results" -type of weapon that the high multipliers represent for opposite type of situations than bludgeoning ones, but they've fallen behind because no feat or class makes special use of picks and the classic "longsword / warhammer wearing paladin/fighter in shining armor" -archetypes gotta be better for the coolfactor than poor old picks.
Maybe in 2029 we get Duergar race that makes use of picks... Not holding my breath.
Everyone used picks back in the day. With the old enhancement system and later on when 'holy weapon' spell was changed. "Exploiter" was a ranger build with dual heavy picks crafted wounding of puncturing.There used to be a build (Pre-enh tree FB, if I recall) that used picks well because it got 2-3 extra threat range and mult, wielding Deathnips, when Improved Critical feat doubled the full threat range of the weapon, not just the natural threat range of the type.
By the time I started playing (Jan 2010), WoP was out, and all the "exploiter" builds used dual khopesh.Everyone used picks back in the day. With the old enhancement system and later on when 'holy weapon' spell was changed. "Exploiter" was a ranger build with dual heavy picks crafted wounding of puncturing.
That's when the cannith challenge khopesh rolled around that paralyzed and you could use cannith crafting on them to give the mastercraft to reduce their maximum level (or righteous, righteous was cool too and only +1). Those were the days!By the time I started playing (Jan 2010), WoP was out, and all the "exploiter" builds used dual khopesh.
Cannith Challenges weren't until Q4 2011, almost 2 years later.That's when the cannith challenge khopesh rolled around that paralyzed and you could use cannith crafting on them to give the mastercraft to reduce their maximum level (or righteous, righteous was cool too and only +1). Those were the days!
Really? Dang it all mashed together in my mind. What Khopesh were people using initially?Cannith Challenges weren't until Q4 2011, almost 2 years later.
Chaos blades if they were lucky, or green steel min II, because it was a 19-20/x3, (17-20/x3 w/Keen on min II) among the best crit profile in the game for twf. Which was the best boss DPS unless you had a (17-20/x4 5d6) eSoS pre-nerfReally? Dang it all mashed together in my mind. What Khopesh were people using initially?
Ah GS of course! TY.Chaos blades if they were lucky, or green steel min II, because it was a 19-20/x3, (17-20/x3 w/Keen on min II) among the best crit profile in the game for twf. Which was the best boss DPS unless you had a (17-20/x4 5d6) eSoS pre-nerf
Not to derail too much but I have suggested stuff like this and it didn’t even get the Zeus-bows-his-head-and-lets-his-golden-locks-fall-forward from the devs. Short sword paired with tower shield; Great clubs getting the great crossbow vorpal knockdown; etc. Your list is a lot of fun!Other concepts that they could try if they werent so averse to trying and creating new effects:
- Imbues gain +0.2 multiplier to scaling
- Daggers gain fort bypass for every sneak dice
- Attacks apply a PRR debuff on vorpal against monsters vulnerable to that dmg type(picks vs piercing vuln, some unpopular blunt weapons vs blunt vuln, battle axe and khopesh vs slash vuln); one feat fits all, a player can swap weapons based on need and enemy
- Gain an attack that breaks enemy MRR that attack only usable with certain weapons
- Caveman: When using a Great Club or Club, gain double damage from STR mod
- Dart: when you roll a 20 that confirms a critical, increases morale of everyone in party and grants everyone a [bonus].
- Throwing Axes and Hammers now scale on (RP+MP)/2 and gain a physical imbue that scales on (RP+MP)
- Sickles now gain +25% doublestrike if you have hit a plant in the last 1 minute and do extra on hit
Idk. Just stuff thats actually powerful and not just a numbers game on threat and multiplier. Theres always gonna be the best weapon for specific content and purposes, but the +threat/multiplier game is simply too boring and old by now.
This could work too, but KT is already there...Or even give them their own feat