Board Thread:Suggestions forum/@comment-26322120-20160627003815/@comment-26322120-20160627051756

Direranger50 wrote: I assume that increasing club speed only applies to weapons with "club" in their name, meaning only the dunlanding and moredain clubs. I don't have a problem with that, exept that the moredain club has +9 attack damage, while the dunlading club has only +4 with the same crafting recipie. If this happens, the moredain club would have to be nerfed, as right now it has stats more similar to warhammers than clubs, only 0.5 attack damage less than the 5 weakest warhammers.

Concerning the range increase to battleaxes and warhammers: I would like to see a 10% speed decrease, and only a 10% range increase, as those heavy weapons would reqire a large amount of cordination to use quickly. I actually forgot about the Moredain club when I wrote this, and only had the Dunlending club in mind, so the swing speed increase would only apply to the Dunlending club. A 10% and for speed and decrease for range sounds fine to me, I only suggested 15 as a ballpark amount.

The Lord Of Minas Morgul wrote: I don't know how fitting night vision is for morgul armor. The Nazgûl has a poor sense of sight (aside from not having great combat value). But extra durability damage on weapons is a terrible effect. Morgul armor and galvorn armor are supposed to counter each other. Right now, galvorn has the upper hand. Aside from durability damage being a terrible "perk", the current perk for galvorn is better not just because of its effectiveness, but because it works against both NPCs and players. The problem with morgul armor is that it only works against players (and it doesn't work that well), because NPCs don't have weapon durability. Night vision might not be the best option here, but there definetly needs to be a change. The Nazgul certainly had better sensory in the dark then mortals, if not vision, thats what the night vision would simulate. I agree that a combat-related affect would be better, but I can´t think of any, did you have something in mind?

Deadly Forest Wrote: . Nerf the Uruk Berserker scimitar, I would suggest giving it 90% swing speed, 110% range and +8 damage. It wouldn´t be a nerf then, as it would still be about as (probably more) powerful as it was before. 7.5 makes it more powerful then a normal uruk scimitars but not way more powerful then anything good has.

EliSuperHero wrote: only thing I don't agree with is having golden tauredain armor having the same protection as dwarven armor. Yeah, you´re right, that wouldn´t make much sense.