- Removing the Tactics requirements on weapon special moves. This change brings more diversity to template selection by removing the skill points required to execute weapon special moves. It is our philosophy that skill investment is a necessary tradeoff to reap derived skill benefits. As such, Tactics should be a requirement for the use of weapon special moves just like Animal Lore is required to control tamed pets and Chivalry is required to use paladin abilities. The current change is a compromise which allows access to weapon special moves at 30 Tactics and 30 Weapon Skill for primary moves and 60 Tactics and 60 Weapon Skill for secondary moves.
This change will NOT bring diversity... requiring 30-60 tactics is too much, considering half the specials gain almost 0 bonus from tactics in the first place.
People don't use Disarm for the "damage" it does.... they use it so they can hit with their following attacks more easily (utility)
Bleed is used for Interrupts and to prevent bandages from healing as much (utility)
Nervestrike: requires Bushido & weapon skill (also requires Tactics because this requirement was always stupid as hell).
Crushing Blow = Much less effective without tactics
Armor Ignore = 35 damage is only possible without tactics if you use a very slow/high-base-damage weapon AND have a mid-high-level damage increase on your suit.
Dexers require too many skills to begin with. this is why there are so few dexer templates out there without archery.
NS/DS template would benefit a little without needing tactics, because the damage they do, is almost completely UNAFFECTED by Tactics in the first place, why the hell would it be required?
I've been over this more than enough times to explain this to a child kindergarten. it shouldn't be hard to understand.
Why can you play a Mage without Eval-int and get Fields, Mind-blast, Poison, Summons, Heals, & Cures. but you can't play a dexer with a skill that doesn't give you damage increase? C'mon...
The focus spec thing in 12/13/2016 update, was almost perfect. all it needed, was to add a few more skills to the list, so that they wouldn't be 30-25 SDI (5% is only 1-2 points of damage on most/all spells btw) Those skills would have been Healing, Anatomy, Alchemy (at -5% SDI each) minimum cap at 20.
This means, the only possible way for those templates to go from 20% back up to 30% SDI would be to add scribe for the 10% bonus, which means they'd give up something to achieve that.
Second, the only exception(s) which would be a 40% SDI template (Glass Cannon - using a mage-weapon) Magery, Eval, Resist, Scribe,
*Poisoning, Med, Hiding, Tracking, detect (any skill that doesn't apply a -5% SDI penalty)
Mage Weapons - Link the disarm immunity timer to weapon skill = 100+ for 10-15 seconds 15 melee/ 10 ranged (as listed) and have the immunity at 5 seconds for those with lower than 100 weapon skill (ie Swords, Fencing, Macing, Archery, & Throwing) because you can't have people running around with mage-weapons without a slightly higher vulnerability to dexers.
Like OMG it was sooo damn close to being perfect, it's incredibly disappointing to see the turns taken in the last 2 days.