Ok, after some more thinking: I think, I'll implement dual wielding into the game. If you have only one weapon equipped (and I count the claws as a weapon, too), the attack-button will be as it is already ingame.
When you wield two weapons (e. g. gargoyle claws + mace), the 'Attack' button will have its own submenu, where you can choose between attacking (or double attacking) with your weapon-hand or with your shield-hand (probably -30% damage or similar for off-hand attacks).
Now let's say the player chooses to have a mace in their off-hand and to fight with his gargoyle claws in the main hand. Mashing the 1-key, thus only attacking with your claws would still be an option, but the extremely low attack power, when they're on cooldown sugests to use a rotation. The simplest rotation would be claws -> mace -> mace.
Button order (with the default key-binding in brackets) would be:
- Attack --> Claws (1 --> 1)
- Attack --> Mace (1 --> 2, Or just name it Attack, too)
- Attack --> Mace (1 --> 2)
- and so on
Again, mashing button 1 would still be possible, if you fight with only the claws (acts similar to the brawler perk) or with claw and shield for example), but it will be so low, that the player would probably regret ditchig the gargoyle attack rotation due to his lazyness.
PS: I'd rather balance claws to have average damage for claws with no extra effect, like bleeding, armor pierce or whatever and slightly below average damage, when the claws have certain extra effects.
And yet another example: Like I said before: Dog (and wolf) claws are not made for scratching your enemy, so the damage would be not much higher, than fisting your enemy. Dogs and Wolves use their claws to support their neck bite attack.
So,
with dog claws, you'll have a higher change to succeed and it would be harder for the foe to shake you off.
As for the TF: If you have dog/wolf claws or a dog/wolf face, chance it high, that your face, respectively your claws change along with it. I won't post the propose code for it, since I assume, you've got the point and since this post is long enough already.
[Edit:] I forgot to say: The above rotation (claws -> mace -> mace) would still have the drawback of being less effective, than using the intended rotation (due to the 30% offhand penalty), while it should do more damage, than just claws --> claws --> claws.
PS: Please keep in mind, that my first example is for gargoyle combat.
[Edit 2:] Oh and don't forget the next button, so the rotation in terms of keypresses would rather be:
- 1 --> 1 --> 1
- 1 --> 2 --> 1
- 1 --> 2 --> 1
- and so on