Only now do I realize that I completely fucked up with unarmed weapons, since they're the only form of weapons that can scale to oblivion (with martial artist and high physique). I think I'll likely tone it down, implement same scaling for their relevant moves and ((hard maybe)) give other weapons some form of scaling too. I imagine this could be part of the reason why you feel that basic attacks are more effective than moves (p.s. knuckle dusters are one of the very few weapons with a 3 AP move)
Thanks for helping me notice that!
If your goal is to bring unarmed combat down even more and boost melee weapons at the same time, personally, I would likely just pick up a Zweihander/Katana and move on since melee weapons are brainless to setup. Buy the weapon, then pile on melee or element damage, without worrying about stacking up physique, as well as picking up a special skill or two along the way.
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You still seem to have missed my primary issue with the special move for knuckle dusters, mostly because Haymaker is
NOT a 3AP move.
It is a 5AP move or if you are lucky it is a 4AP move.
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3AP specials: (I highlighted the important bit)
Zweihander Wide Slash 3AP --- 2 turn cooldown
Katana First Form 3AP --- 1 turn cooldown
sledgehammer Demolish 3AP --- 5 turn cooldown
knuckle duster Haymaker 3AP ---
-2AP for next turn (-1AP if your damage type doesn't match enemy resist types)
Attack Chain:
Zweihander: Turn1: Wide Slash
Knuckle Duster: Turn1: Haymaker
Zweihander: Turn2: Attack, Attack, Attack
Knuckle Duster: Turn2: Attack, Attack (Alternative if you meet the requirements for the -1AP option)
Knuckle Duster: Turn2: Attack.
Do you, now, see my problem with the '3AP move' for Knuckle Dusters?
2 turns of combat, Zweihander has 4 actions whereas Knuckle Dusters get 2 actions (3 if you are lucky)
Also, regarding races, the reason I removed racial attributes is because I didn't want races to be something build defining (e.g. why would you build a unicorn to be a melee fighter?), nor did I want some races to be strictly better than others (excluding those that, like demons, require considerable player progress to obtain)
If you have ideas regarding how they could be made unique without being a considerable factor in build making, I'd love to hear them!
I was fairly certain of the reasons why you removed all the stats from the various races. It is what prompted my statement about the various races, which was that there was zero reason to be anything other than a human.
You seem rather sensitive about adding any type of stat, lest it become 'build defining', so it is hard to come up with things (that are likely already in the game) that could be added.
Why would you build a unicorn to be a melee? Under your 'vision', you don't.
You laugh and jeer at them for being the same 'basic bitch' as the 'filthy' human that is mocking them.
Why would you build a Unicorn to be a melee? Under the OG version...
They gain +15 physique, +5 Arcane, and +50% spell efficiency.
They make very decent 'melee builds'. A 'melee' Unicorn gains a boosted Health pool. A boosted Aura pool. Plus, A LOT of spell efficiency for casting your elemental spell. (You do use an elemental as a melee, right?)
Unless you are going for a fire pet, you need to increase your melee character's aura pool enough to be able to spend 180 aura to summon your elemental and a Unicorn gets you closer to being able to freely summon your elemental as well as gaining some boosts to Physique.
Think of a melee Unicorn as an all-rounder, instead of a combat specialist. They aren't great at any one thing, but they don't do anything badly.