Race Balancing

by Silvanus

Back to Ideas.

Silvanus2005-05-01 03:57:17
Bold denotes change.

Aslaran: STATISTICS:

Strength : 11 Dexterity : 17 Constitution: 11
Intelligence: 14 Charisma : 14 Size : 12

ADVANTAGES:
o Have a racial language, aslari.
o Recover balance more quickly, level 2.
o Have level 2 mana regeneration.
o Heal faster from plants, level 1.


DISADVANTAGES:
o Are susceptible to fire, level 2.
o Gain experience more slowly, level 1.
o Find it harder to wake up, level 2.
o Heal more slowly from elixirs, level 1.


Dracnari: None!

Dwarf: STATISTICS:
Strength : 13 Dexterity : 10 Constitution: 14
Intelligence: 12 Charisma : 10 Size : 8

ADVANTAGES:
o Have a racial language, Dwarven.
o Have a level 1 resistance to cutting damage.
o Have a level 1 resistance to blunt damage.
o Have a level 2 resistance to magical damage.
o Have a level 2 resistance to poison damage.
o Have a level 1 resistance to fire.
o Have a level 1 resistance to cold.

DISADVANTAGES:
o Have slower balance, level 1.
o Gain experience more slowly, level 1.
o Heal more slowly from elixirs, level 1

Elfen: None

Faeling: None

Furrikin: STATISTICS:
Strength : 9 Dexterity : 16 Constitution: 11
Intelligence: 13 Charisma : 14 Size : 6

ADVANTAGES:
o Has a racial language, furrikini.
o Can ROLL under obstacles.
o Recover balance more quickly, level 1.

DISADVANTAGES:
o Gain experience more slowly, level 1.


Igasho: STATISTICS:
Strength : 16 Dexterity : 8 Constitution: 17
Intelligence: 9 Charisma : 12 Size : 18

ADVANTAGES:
o Have a racial language, igasho.
o Have a level 2 resistance to cutting damage.
o Have a level 2 resistance to blunt damage.
o Have a level 2 resistance to magic damage.
o Have a level 1 resistance to cold.

DISADVANTAGES:
o Are susceptible to fire, level 1.
o Have level 1 slower balance.
o Have level 1 slower equilibrium.
o Gain experience more slowly, level 1.


Krokani: STATISTICS:
Strength : 15 Dexterity : 12 Constitution: 15
Intelligence: 8 Charisma : 10 Size : 16

ADVANTAGES:
o Have racial language, krokanian.
o Increased chance of seeing through illusions.
o Have a level 1 resistance to electricity.
o Have a level 1 resistance to blunt damage.

DISADVANTAGES:
o Have a level 1 susceptability to magic.
o Have a level 1 susceptability to cutting damage.
o Gain experience more slowly, level 1.


Loboshigaru: None

Lucidian: None

Merian: None

Mugwump: STATISTICS:
Strength : 12 Dexterity : 14 Constitution: 10
Intelligence: 15 Charisma : 11 Size : 12

ADVANTAGES:
o Have a racial language, mugwumpi.
o Regain equilibrium faster, level 2
o Can automatically swim and tread water without taking damage.
o Regenerate health and mana while in marsh or swamp, level 2.

DISADVANTAGES:
o Are susceptible to fire, level 2.
o Are susceptible to electricity, level 2.
o Gain experience more slowly, level 1.
Silvanus2005-05-01 04:00:31
Orclach: STATISTICS:
Strength : 15 Dexterity : 10 Constitution: 15
Intelligence: 8 Charisma : 8 Size : 15

ADVANTAGES:
o Have a racial language, orclach.
o Have level 2 resistance to cold.
o Have a level 1 resistance to electricity.
o Have level 2 health regeneration.

DISADVANTAGES:
o Have level 2 susceptibility to fire.
(removed balance loss)

o Have level 1 slower equilibrium.
o Gain experience more slowly, level 1.

Tae'dae:
STATISTICS:
Strength : 17 Dexterity : 8 Constitution: 16
Intelligence: 9 Charisma : 15 Size : 15

ADVANTAGES:
o Have racial language, tae'dae.
o Does damage when performing a BEARHUG upon reaching level 50.
o Have a level 3 resistance to cutting damage.
o Have a level 3 resistance to blunt damage.
o Have a level 3 resistance to cold damage.
o Heal faster from elixirs, level 3.
o Level 1 regeneration in forest environments.

DISADVANTAGES:
o Have level 3 slower balance.
o Have level 2 slower equilibrium.
o Are susceptible to magic, level 3.
o Gain experience more slowly, level 3.


Taurian: STATISTICS:
Strength : 15 Dexterity : 10 Constitution: 15
Intelligence: 9 Charisma : 8 Size : 15

ADVANTAGES:
o Have racial language, Taurian.
o Have level 2 health regeneration.
o Can enrage self and other taurians, increasing their strength +2 but
chance of involuntarily lashing out at non-taurians.

DISADVANTAGES:
o Have a level 2 susceptible to magic.
(removed balance loss, added 1 susceptible to magic)

o Gain experience more slowly, level 1.


Trill: None

Viscanti: None
Silvanus2005-05-01 04:00:50
Fire away at ideas.
Shiri2005-05-01 04:03:25
One more INT isn't gonna do anything for us.

I thought a +1eq would be okay. :/
Desdemona2005-05-01 04:09:43
I like, yes... except that for the Taurian I'd give them 16 strength instead of 15. Regen level two would probably be something noticeable, I hardly notice the racial regen completely, it is only once I have activated Boost/Regen (which isn't bright at all, due to my lack of mana) that I notice gradual health recovery. Add a blunt protection level 1 as well, I mean muscular bullheaded people -should- be able to deal perfectly with a good beating, wouldn't they?
Shiri2005-05-01 04:19:45
Come to think of it, what would be good is to GET RID of those utterly stupid experience problems. dry.gif
Asarnil2005-05-01 04:45:41
Warriors won't choose a race that gives them a sucky bonus to their surge as well as decent strength. Sure there are the people who DO choose their races for RP reasons, but until the races are more combat viable, you won't see them in any huge numbers on the basin.
Murphy2005-05-01 04:48:59
I'd actually give orclach 16-17 str as a base, to make up for having such bad int as compared to viscanti who have 16 str base and 10 int

apart from that, give tae'dae 18 str to still make them better
Silvanus2005-05-01 04:50:13
I thought about doing that, but, looking at it from a Mage point of view, I didn't want to be hit by 16-17 strength base with no balance loss.
Murphy2005-05-01 04:57:21
viscanti have 16 str with no balance loss AND a regen lvl 3 in taint
Silvanus2005-05-01 04:59:31
Except Brood Viscanti is specialized, Orclach is not biggrin.gif
Murphy2005-05-01 05:03:34
then have orlach with a specialistion, giving them the better stats when ur'guard
Shiri2005-05-01 05:07:57
Nah. It's fairly obvious it's one specilisation race per city.
Vix2005-05-01 05:10:03
... Until Hallifax comes out.
Unknown2005-05-01 05:10:07
Then Serenwilde and Celest and Glomdoring warriors would need another specialization race too..
Murphy2005-05-01 05:14:32
then swap specialstion from viscanti to orclach, orclach are way cooler
Silvanus2005-05-01 05:15:08
I disagree with the specialization, just implement my ideas biggrin.gif
Narsrim2005-05-01 05:23:24
Just implement your bias ideas? I think not.

QUOTE(Anonymous @ Feb 11 2005, 04:49 AM)
Narsrim finally listened to me and became a dwarf, how I usually prefer to remain.

Fear the tankiness of the dwarf.  ninja.gif
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QUOTE(Estarra @ Feb 11 2005, 06:11 AM)
Go Dwarves!

flex.gif
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Even Estarra loves the dwarven folk. Leave us be! We were designed to be tanky. End of story. Furthermore, if you truly wanted to balance races, you wouldn't have picked out races of your buddies but analyzed races as a whole. Currently, I don't think anyone can argue that Lucidians are anything but the worst race of all time. A Lucidian Titan would still fall to one pulp from Murphy.
Silvanus2005-05-01 05:27:48
Only reason I didn't include Lucidian in that is because most likely they'll be given a specialization in Hallifax.
Narsrim2005-05-01 05:29:25
QUOTE(Silvanus @ May 1 2005, 01:27 AM)
Only reason I didn't include Lucidian in that is because most likely they'll be given a specialization in Hallifax.
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In any case, it has been stated that dwarves were meant to be tanky. They have relatively low strength and intelligence. I do a 550 damage moonburst to Murphy with 14 int. The only claim to fame is being able to absorb damage, which is exactly what I paid for.