Khalagar
Active member
Maybe Khal can try some other weapons, in other areas, if there's a need.
Well, the argument is just a rehash of one that pops up here all the time, and the tldr is that I think each tree should have it's own viable set of weapons at all stages of the game. Int doesn't have a tier 0 or even tier 1 ranged weapon, nor a tier 3 ranged weapon, and also doesn't have tier 3 melee weapon. It has a wonky design compared to the other attribute trees, that I think would make sense to be codified into actually matching the modern game philosophy they are going for in A20.
If you spawn in on day one and go "I want to play a build focusing on int!" you have to spend more points on Int Attribute than the other attributes do, before you can even buy level 1 of your intended perk, because the first level of the int weapon stuff takes 3 or 5 int (can't remember off top of my head) before you can even put 1 point in it. By comparison, the other attributes can just put a point straight into club / shotgun damage right from level 1 without having to raise Strength / Perception / Agility etc
And even then, you have no weapon to use, because Int doesn't even have a tier 0 weapon to begin with, so for the entire first week, you literally cant use int. Alpha 20 is adding a tier 0 baton, but that's it. So you'd spend the entire first week using only melee, while everyone else is running around with melee + shotguns and pipe rifles etc.
A blow pipe that shoots junk ammo would cover a tier 0 ranged weapon, perhaps an upgraded iron version for tier 1, and they could even do an extra fancy blow pipe for a tier 3 ranged weapon if they wanted to, but just having a tier 0 blowpipe would give int users literally *any* option early game that uses their int point investment.
Like wise, Int has junk sledges which are a fantastic melee weapon, but those are usually a week 2+ weapon, and the stun baton is essentially useless. Even for "self defense" a club is just flat out better in every situation because it will stagger more reliably than even a fully perked and modded out stun baton does. The stun baton has AoE, but if you bust out a stun baton against a crowd of zombies they are going to bust your teeth for you right quick because it doesn't proc on every hit and they will give you a purple nurple the second you tink off one and it doesn't proc the shock. Better to just clobber them with a club or fire-axe and 1-2 hit kill them
Int isn't exactly bad meta wise, it's just bad design / perk / weapon selection wise because it is janky and feels clunky to spec into compared to every other tree.
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