eharper256 wrote: ↑Tue Jan 13, 2026 4:19 pm Why? Because it's based on classic Hexen, where yes, the Cleric was by far the worst at the start to compensate for how great his end was. I'm not considering the remake, Walp was designed far before it and arguably the shield might be inspired by mine. And using a chain hook also doesn't sound like a very honorable or crusader-like thing to use from a Watsonian perspective.
Dagon's uses mana for the charge attack. The Mace does not. The Spear and Lightbringer are among the best Weapon 2's. Firestorm and Heavensever too, are excellent. Aria's Hammer is actually a buff, it's wildly strong and more interesting to use than Crux.
And I wouldn't consider hardest to ever be the difficulty I balance around. 2 to 4 are where a large chunk of players play. By going max difficulty, you're asking for suffering anyways. And I have to consider Doom and Heretic levels, where getting your 2 is often very quick.
Ultimately, the design is such that I DONT WANT YOU to use your 1. If it's too good, there is no need for mana using weapons at all. This was why Vis was nerfed a few times for the Magister, some youtubers I watched were preferring it over using mana-spells, and that is not what I wanted. My design goal is to get you to cycle weapons, spend mana, use your upgrades.
So no, this will never change.![]()
You still don't answer why give the Fighter the Hook and the Pillum as weapon 1 despite the fact that the Fighter doesn't have any range weapon capabilities in his weapon 1 on the original Hexen (just like the Cleric)
And about the difficulty, what I said is that it is harder to play with the Crusader until you get weapon 2 than it playing with the Fighter.
Also, do you intend also keep the long wait time for the Crusader's weapon 1 Charge to actually star charging? That also won't never change?
Maybe you are playing too much Doom and too little Hexen mega-wads...
Even on Hexen vanilla, on the hardest difficulty, even the Fighter has the hook until he can get weapon 2. So why the Crusader has to be more melee than the Fighter until there?
If so, if you despite so much weapon 1 melee capabilities...
Considering that not only the Cleric but Fighter as well, both struggles awfully against ranged monsters until they get weapon 2, even on original Hexen vanilla hardest difficulty, then for the sake of balance, please nerf as well the Fighter first weapon range abilities, like the unfair hook and his even more unfair pilum.
Speaking on balance, because I guess you would be against giving sheath melee weapon 1 attacks for the others than the Druid (despite the Duid having stealth range attacks as well), I think you should make all Druid weapon 1 and all weapon 2 werewolf attacks alerting monsters.
Otherwise, it makes too much of an unfair advantage.
Depending on the map you are playing it is obligatory or at least it is extremely rewarding to play it stealthy, forcing you choosing to play with the Druid because of that.
Furthermore, I believe that it is the Druid, on the beginning, who can afford the most on playing less stealthy than everyone else, given her range weapon 1 options and her speed to escape ambushes, relocating herself on a favorable position on the map. I know she is the only without initial armor and the second with less life, but in my opinion it still too unfair she being the only one having not just stealthy range weapon 1 attack but having werewolf weapon 2 melee stealth attack as well.