That's the issue, though; the punch-slash-punch uses NO MANA. It shouldn't be that strong, and if it is, then simply hitting things with the axe should do more damage to compensate. Also, dual-wielding isn't quite so powerful as you seem to think, I end up taking a lot of damage I normally wouldn't when using it because the hammer is rather slow in melee, and leaves you open for retaliation. Not to mention you can't punch while dual-wielding. Honestly, besides the cool factor, I don't feel like there's much use for dual-wielding. Maybe if you could actually use them as if you were wielding them alone, however, with primary swinging the axe for a powered blow, and alt-fire throwing the hammer... eh, something to think about.Valherran wrote:Really? I use Timon's Axe all the time. The punch-slash-punch combo kills Ettins and Slaughtaurs in the same amount of time as 2 normal hits. I don't think it really needs a buff since it gets outclassed by the dual wield anyways.
My thoughts on balancing this further:Spoiler: List spoiled for space.I got plenty of other ideas for this, but it all depends on how far you are willing to go. If you decide you want to add extra content later on down the road, let me know. ^^
Now for my own list that lists my thoughts on your list.
1. The Mage should not have close-ranged instant kill capability. He is not supposed to be getting close to enemies; giving him what is essentially the Super Shotgun with a higher rate of fire is NOT a good idea, especially since it would make the Fighter completely obsolete. Honestly, I'm not sure why he gets a shotgun-type weapon in the first place, as it doesn't really fit his role. At most, I would say he should two-shot things with its primary fire, and his altfire is just fine where it is; you've got the \m/ ARC OF DEATH \m/ for long-distance attacks with some oomph.
2. This I can't really comment on, as I don't play the Cleric too much. Never been a fan of going down the middle of the road, if you get my meaning. There is an issue with your punching the ground suggestion though, and it's that I'm pretty sure he can't use TEXTURE tomfoolery to make a Cleric fist for the purpose of punching the ground. It's awesome, yes, but I think he wants this mod to remain as light as possible. After all, it's called HeXercise, so it should be lithe and graceful, not fat and bloated.
3. The alt-fire is good, I'm not sure why you think it sucks. Sure, it's not the most visually impressive thing, maybe some range-limited particle-style lighting actually going out and hitting things would be neat, but as far as actually killing things goes it's pretty solid. Great for when things get up in your business while you're busy \m/ BRINGING DOWN THE THUNDER \m/ on some distant enemies.
4. You can get back HP faster with the fists, though, as you noted in your next point. That's why you would use the fists over the axe, when you need to go full tank.
5. So you say you need to give more use to the fists, and then say you need to take away the one big use for the fists, which is tanking. Okay, sure, whatever you say.
6. It already does kinda stun them; from what I've seen, the monster can't really move for a bit after they land from the knockback. I do feel like it isn't too terribly useful, though.