Quote:Handwraps now function as a new type of Exotic weapon. As before, they count as a two-handed weapon for equipment purposes, but benefit from Two Weapon Fighting bonuses.
Meh, I still think they should have made handwraps one handed weapons. Then they wouldn't have this stupid hybrid of a two handed weapon not getting two handed benefits but getting two weapon benefits. Would it break the game for Monks to get another couple effects with their punches? Or another red slot or DR breaking type? I don't think so.
And how will this even work? No to hit penalties at all, because you're not actually using two weapons? Does the off-hand proc just proc another strike of the two-handed wraps? It needs a lot more explanation to make clear sense of it.
And how will this work with the Ranger SWF exploit?
Quote:New Deity Feats
I'm not impressed, but it's better than nothing. All the divines are feat starved, but I suppose it offers some different crappy weapons which might blend better with multi-class builds. Is a Rogue actually going to take 6 Cleric/FvS levels just to get a stacking vampirism on their daggers? I don't think so, but maybe I'm missing something.
It's unclear whether the +30 Ramp for Onatar is permanent or only a bonus for Forged for the duration. If the former, that's pretty decent. If the latter, *yawn*.
Quote:Divine Might and Know the Angles now have their proper anti-requisites.
Because this was a heavily used exploit. And didn't they claim not too long ago that it wasn't a heavily used exploit and so they would prefer to focus on other fixes? Why yes, yes they did.
Quote:Monk Enhance trees.
Seems decent on first read. A lot of melee/ranged power, crit range/multiplier, and scaling effects. But boring and effective is better than fancy and ineffective IMO.
But what's with all the "other than handwraps and quarterstaves" disclaimers? Are they afraid of Rogue/Monk builds with the quarterstaff exclusions, or Ninja/Henshin builds (the Competence bonuses won't stack)? And do they think that the Two Weapon Fighting feats will be too potent if included in all those excluded abilities, or what? I'm not quite sure what's going on there.
Quote:Quests and Adventure Areas:
Spells:
Miscellaneous:
Looks like they picked a number of items from the "one thing" thread. Kudos, and more credit for Lynabell than for the rest of the slackers, but better than just continuing to ignore very well known issues forever. I hope this continues. Is it sad that I'd rather have them fix typos and minor bugs than come out with more lame content? I feel that with Slave Lords crafting and LGS crafting that the game now has a fairly long duration of grind to it that will take me at least a solid 4-6 months to wear out of benefits. It'll start getting old long before I make my 4th Slave Lords item, but that's what grinds do to a game. I'd rather see them finish all the obviously unfinished areas in the Slave Lords and/or add more content that dropped the same crafting rewards for either or both of Slave Lords and LShroud than add more content with some crappy new crafting system or just more named stuff.
At least they are adding 2 new runs in Night Revels. I got so tired of grinding those that I only picked up one of each of the Wis/Int augments and another one each of the crit bonus robes/docent, plus a few other trivial items (broom for Flaming Sphere, that sort of crap).