Racial Overhaul

by Unknown

Back to The Polling Place.

Unknown2007-12-20 07:42:45
Now that we know that the admins will work on the races after adding and balancing all the monk guilds, the question is - do you believe they should? I am sure it won't influence their decision on how and if balance the races, I am just curious.

Feel free to argue here as well.
Malarious2007-12-20 07:46:23
I would like to see more than just this race sucks lets let it work.

I would like to see customization although not tons and tons but such that things could work
Xavius2007-12-20 07:51:27
There's a difference between want and need. And small and large.

The changes we need for some races are actually fairly large.

We definitely don't need customization options, and I don't want to see racial distinctions lost by introducing a universal stat selection. I do think it'd be cool to have customization options, especially if the options mean that more races would be viable for more archetypes.
Eldanien2007-12-20 08:11:20
I think a lot of people are worried about nerfage. No longer having their 18 int race, or a level 3 regen or level 3 balance recovery without giving up other traits they enjoy. The idea was never to reduce or eliminate the viability of existing races for a given guild and set of skillchoices, but to open up more variety so you don't have a guild that's 70% one race, 20% another race, and 10% all the rest. Even if we just manage something more like 40/20/20/rest, that means you have more options, and your opponents will have more options, making combat more varied. Win-win, isn't it? The opportunity cost is whatever else the coders could have been doing instead. For me anyhow, I think this is something very worthwhile to put dev time into.

Make the options such that the existing race stats can be attained (or at least very close to), but also allow for other race/options to have the wiggle room to become more viable in more guilds.

To ensure that races have a stronger tendency to exist within certain orgs, give their base race some additional perks with regards to their respective org skills.
Rika2007-12-20 08:23:52
After you reach a point, the more changes you make, the more opportunity there is powergame.
Xavius2007-12-20 08:41:09
QUOTE(rika @ Dec 20 2007, 02:23 AM) 468444
After you reach a point, the more changes you make, the more opportunity there is powergame.

Since there's really only three powergaming conditions, you can pretty easily add up possibilities and keep the same general caps.

1) Fast balance/eq for affliction rates
2) High damage-per-second
3) High con + resists

We already have level three eq and balance for the affliction classes. That's not going to get worse.

Mugwump and imperial merian stats should be considered ceilings for caster damage per second. There's no reason a furrikin shouldn't be able to sacrifice the magic resist for a point or two of int, or lose the balance and eq bonuses for better con or resists (turtle furrikin!)

Krokani is a good ceiling for physical damage per second. An orclach could choose a resist-heavy path or a damage-heavy path that put them near current krokani damage.

Tae'dae have awesome con and resists with drawbacks that make them nearly unplayable. Igasho make a good reference point, though, or female kephera for casters.
Malarious2007-12-20 09:41:05
Actually perks based on org skills might be fun, but could be excessive like lower cost crucify would allow more crucify and also more skills with crucify. Etc.

I do believe some races just missing things and could compensate elsewhere...

Master Viscanti changes...
+2 faster eq
-1 lvl cutting resist
-1/2 lvl taint regen
-1 lvl sipping penalty

And they would be far more playable. The sipping is the killer, the other things are nice and all but really change sipping and put some speed in the eq! Make spec races (outside like elfen and faeling) playable! (yes merian work too)
Unknown2007-12-20 09:50:17
Malarious, for... somebody's sake. Compare these stats to a Mugwump (which is already a very strong race) and tell me how they are NOT overpowered. I agree Viscanti specs are weak - and my changes will address that (yes, I am naive/egocentric enough to think my changes have a chance to actually be implemented if they're good enough), but that brings it kinda too far, don't you think?
Malarious2007-12-20 10:22:11
QUOTE(Cuber @ Dec 20 2007, 04:50 AM) 468462
Malarious, for... somebody's sake. Compare these stats to a Mugwump (which is already a very strong race) and tell me how they are NOT overpowered. I agree Viscanti specs are weak - and my changes will address that (yes, I am naive/egocentric enough to think my changes have a chance to actually be implemented if they're good enough), but that brings it kinda too far, don't you think?


Its lack of eq is what keeps it from inviable.. lvl 2 eq is the important thing then lowering the penalty. the resists arent nearly as important, as stats are the more important point, I would say lose regens and resists just to give the race some speed so it wasnt as crappy.. Nihilists tend to require speed or else just go pure hard damage, Mages can vary as they often take tanking races for groups or mugwump for combat speed. lvl 2 eq with a sip penalty isnt nearly as powerful as say a kephera who has no penalties, int doesnt mean much right now and prolly wont even if we change the ints damage value long as its not like 300 damage a point or something. Regen is there for flavour..

But come now..

Merian already hs lvl 2 regens, and lvl 1 eq. And mage gets to -18- int with decent stats on the other. Viscanti would have crappier stats in some places and have higher int. I dont need an OP race I need a quick one, so drop some of its advantages and for the love of Gods lower the sip penalty (that thing IS lethal) I was a viscanti before! I went aslaran and had lvl 1 penalty and it wasnt as bad. lvl 3 fire weakness isnt as bad as that sipping penalty since the sipping covers WHATEVER is being hit.. worse bromides mana or health sipping? umm ew?

I would somewhat expect some tweaks to merian if they tweaked Viscanti but merian was already a better race than viscanti because of eq bonus and high damage ability (high int).

Most people dont think about what some races already have because they are just oh hes from blah so not suprised hes a blah. Merian have their perks, viscanti have theirs, viscantis perks ar just a fair bit off from balanced to its weakness.

P.S. I really care little of the resists, if ytou want it to keep the viscani flavour make lvl 1 cutting and poison or blunt and cutting lower regen (lvl 3 isnt even needed), give em some speed, and they would be good! The int is 15 on viscanti just like mugwump but a muggy can easily outdo a viscanti in the case of affliction guilds. Lvl 2 is like reverse aslaran but with no bal bonus. Lvl 1 eq wouldnt be bad but you need everynce of speed to afflict and hinder and get your kill or people just leave.. *whines about aeon reliance*

EDIT: Also Viscanti dont have lvl cutting like my old notes said, so I will need change the resists like dropping blunt or something instead of 1 lvl of a resist would just be a whole resist. Also should I include a comparison with merian? tongue.gif
Malarious2007-12-20 10:22:35
Sorry didnt mean to get that long sad.gif

Comparison coming soon for mugy n visc!