Unknown2011-10-18 19:31:22
Problem:
Many races are still considered to be not viable for general Lusternian life, even after numerous revamps. Balance races (plus or minus), in particular, have the most issues.
Potential Solutions (Updated 10-23):
Tae'dae:
Current:
STATISTICS:
Strength : 18 Dexterity : 8 Constitution: 17
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 Have a level 3 resistance to poison damage.
o Have a level 2 resistance to psychic damage.
o Heal more from elixirs, level 2.
DISADVANTAGES:
o Have level 3 slower balance.
o Have level 3 slower equilibrium.
o Are susceptible to magic, level 3.
o Are susceptible to fire, level 2.
Proposed:
- Increase Dex to 9.
- Reduce Balance Penalty to Lv1.
- Reduce Cutting Resistance to Lv2
- Reduce Blunt Resistance to Lv2
- Reduce Psychic Resistance to Lv1.
OR:
- Reduce balance penalty to 1
- Reduce sip bonus to 1.
- Reduce physical resists by 1
- Reduce psychic resist to 1
Mugwump:
Current:
Proposed:
- Increase Constitution to 12.
- Reduce Electric Weakness to Lv1.
Igasho:
Current:
Proposed:
- Reduce Balance Penalty to Lv1
- Reduce Magic Resistance to Lv1
-Reduce cutting resistance to lv1
Merian:
Current:
Proposed:
Solution 1:
- Increase Constitution to 11.
- Reduce Fire Weakness to Lv1
- Reduce Merian Lord spec Constitution modifier to +4.
Solution 2:
- Increase Constitution to 12
- Reduce Fire Weakness to Lv1
- Reduce Merian Lord spec Constitution modifier to +3
Orclach:
Current:
Proposed:
- Increase Int to 11.
- Reduce Fire Weakness to Lv2.
OR:
- Increase Int to 10
- Increase Dex to 14
- Reduce Fire Weakness to Lv2.
----------------------------------------------------------------------
Please make your suggestions and discuss.
NOTE: We're currently addressing races currently considered the bottom 5 - Tae'dae, Igasho, Mugwump, Merian, Orclach. Afterwards, once we have settled on something for them, we may consider the other races considered subpar, but not unplayable.
Many races are still considered to be not viable for general Lusternian life, even after numerous revamps. Balance races (plus or minus), in particular, have the most issues.
Potential Solutions (Updated 10-23):
Tae'dae:
Current:
STATISTICS:
Strength : 18 Dexterity : 8 Constitution: 17
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 Have a level 3 resistance to poison damage.
o Have a level 2 resistance to psychic damage.
o Heal more from elixirs, level 2.
DISADVANTAGES:
o Have level 3 slower balance.
o Have level 3 slower equilibrium.
o Are susceptible to magic, level 3.
o Are susceptible to fire, level 2.
Proposed:
- Increase Dex to 9.
- Reduce Balance Penalty to Lv1.
- Reduce Cutting Resistance to Lv2
- Reduce Blunt Resistance to Lv2
- Reduce Psychic Resistance to Lv1.
OR:
- Reduce balance penalty to 1
- Reduce sip bonus to 1.
- Reduce physical resists by 1
- Reduce psychic resist to 1
Mugwump:
Current:
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 3.
o Are resistant to asphyxiation damage, level 1.
o Can automatically swim and tread water without taking damage.
o Can DIVE into the ocean depths (RISE to come up).
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 3.
Proposed:
- Increase Constitution to 12.
- Reduce Electric Weakness to Lv1.
Igasho:
Current:
STATISTICS:
Strength : 17 Dexterity : 10 Constitution: 18
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.
o Have a level 1 resistance to poison damage.
o Regenerate health, level 1.
o Faster herb balance, level 1.
o Natural mountaineers: SCALE.
o Native Weapon: Igasho warriors who choose the Blademastery
specialization can use one-handed swords more effectively than other
races.
DISADVANTAGES:
o Are susceptible to fire, level 1.
o Have level 2 slower balance.
o Have level 1 slower equilibrium.
Proposed:
- Reduce Balance Penalty to Lv1
- Reduce Magic Resistance to Lv1
-Reduce cutting resistance to lv1
Merian:
Current:
STATISTICS:
Strength : 11 Dexterity : 11 Constitution: 10
Intelligence: 16 Charisma : 13 Size : 12
ADVANTAGES:
o Have a racial language, merian.
o Regain equilibrium faster, level 2.
o Regenerate health and mana while in water, level 2.
o Can automatically swim and tread water without taking damage.
o Can breathe underwater.
o Can DIVE into the ocean depths (RISE to come up).
o Resist asphyxiation damage, level 2.
o Special for Aquamancy and Celestialism Users: Upon gaining the
Aquamancy or Celestialism specialisation, a Merian becomes an
Imperial Merian with statistics changing by -2 strength, -1 dexterity,
+2 intelligence and +2 charisma. Merian warriors who choose the rituals
path, upon gaining the sacraments specialization become a Merian Lord
with statistics changing by -3 intelligence, -2 charisma, +5 strength,
+5 constitution, +3 dexterity and +2 size.
o Special for Starhymn Users Only: Upon gaining the Starhymn specialization
in Music, a Merian becomes a Seasinger Merian with statistics changing by
-2 strength, -1 size, +1 intelligence, +2 charisma.
DISADVANTAGES:
o Are susceptible to fire, level 2.
o Are susceptible to electricity, level 2.
Proposed:
Solution 1:
- Increase Constitution to 11.
- Reduce Fire Weakness to Lv1
- Reduce Merian Lord spec Constitution modifier to +4.
Solution 2:
- Increase Constitution to 12
- Reduce Fire Weakness to Lv1
- Reduce Merian Lord spec Constitution modifier to +3
Orclach:
Current:
STATISTICS:
Strength : 15 Dexterity : 13 Constitution: 15
Intelligence: 9 Charisma : 8 Size : 15
ADVANTAGES:
o Have a racial language, orclach.
o Have a level 2 resistance to cold.
o Have a level 1 resistance to electricity.
o Have a level 2 resistance to magic damage.
o Have a level 2 resistance to cutting damage.
o Have a level 1 resistance to blunt damage.
o Have level 2 health regeneration.
o Native Weapon: Orclach warriors who choose the Pureblade
specialization can use two-handed swords more effectively than other
DISADVANTAGES:
o Have level 3 susceptibility to fire.
o Have level 1 slower equilibrium.
Proposed:
- Increase Int to 11.
- Reduce Fire Weakness to Lv2.
OR:
- Increase Int to 10
- Increase Dex to 14
- Reduce Fire Weakness to Lv2.
----------------------------------------------------------------------
Please make your suggestions and discuss.
NOTE: We're currently addressing races currently considered the bottom 5 - Tae'dae, Igasho, Mugwump, Merian, Orclach. Afterwards, once we have settled on something for them, we may consider the other races considered subpar, but not unplayable.
Unknown2011-10-18 20:43:03
Suggestions thus far:
Tae'dae:
- Increase Dex to 9.
- Reduce Balance Penalty to Lv1.
- Reduce Cutting Resistance to Lv2
- Reduce Blunt Resistance to Lv2
- Reduce Psychic Resistance to Lv1.
Igasho:
- Reduce Balance Penalty to Lv1
- Reduce Magic Resistance to Lv1
ALTERNATIVELY: Reduce the overall impact of Balance/EQ bonuses/maluses, then balance affected races from there.
Viscanti:
Solution 1:
- Increase Charisma to 11
- Increase Dexterity to 11
- Reduce Regeneration in Taint to Lv.1
- Reduce Sip Malus to Lv.1
- Add Lv.1 Divinus Weakness
- Brood Spec: Increase Dex Modifier to +3
Solution 2:
- Increase Charisma to 11
- Increase Dexterity to 11
- Reduce Regeneration in Taint to Lv.2
- Add Lv.1 Excoro Resistance
- Add Lv.1 Divinus Weakness
- Brood Spec: Increase Dex Modifier to +3
- Master Spec: Increase Int Modifier to +4
Solution 3:
- Increase Dexterity to 11
- Reduce Regeneration in Taint to Lv.2
- Add Lv.1 Excoro Resistance
- Add Lv.1 Divinus Weakness
- Brood Spec: Increase Dex Modifier to +3
- Master Spec: Increase Int Modifier to +4
Dracnari:
- Reduce Sip Malus to Lv1
Merian:
Solution 1:
- Increase Constitution to 11.
- Reduce Fire Weakness to Lv1
- Reduce Merian Lord spec Constitution modifier to +4.
Solution 2:
- Increase Constitution to 12
- Reduce Fire Weakness to Lv1
- Reduce Merian Lord spec Constitution modifier to +3
Mugwump:
- Increase Constitution to 12.
- Reduce Electric Weakness to Lv1.
Orclach:
- Increase Int to 11.
- Reduce Fire Weakness to Lv2.
Krokani:
- Increase Int to 10.
- Decrease Str to 15.
Dwarves:
- Increase Dex to 12.
Faelings:
- Increase Shadowlord spec Str Modifier to +4.
Taurians:
- Increase duration of Enrage
Additionally or alternatively
- Have Enrage grant Lv.1 Balance and EQ bonuses while active.
Tae'dae:
- Increase Dex to 9.
- Reduce Balance Penalty to Lv1.
- Reduce Cutting Resistance to Lv2
- Reduce Blunt Resistance to Lv2
- Reduce Psychic Resistance to Lv1.
Igasho:
- Reduce Balance Penalty to Lv1
- Reduce Magic Resistance to Lv1
Viscanti:
Solution 1:
- Increase Charisma to 11
- Increase Dexterity to 11
- Reduce Regeneration in Taint to Lv.1
- Reduce Sip Malus to Lv.1
- Add Lv.1 Divinus Weakness
- Brood Spec: Increase Dex Modifier to +3
Solution 2:
- Increase Charisma to 11
- Increase Dexterity to 11
- Reduce Regeneration in Taint to Lv.2
- Add Lv.1 Excoro Resistance
- Add Lv.1 Divinus Weakness
- Brood Spec: Increase Dex Modifier to +3
- Master Spec: Increase Int Modifier to +4
Solution 3:
- Increase Dexterity to 11
- Reduce Regeneration in Taint to Lv.2
- Add Lv.1 Excoro Resistance
- Add Lv.1 Divinus Weakness
- Brood Spec: Increase Dex Modifier to +3
- Master Spec: Increase Int Modifier to +4
Dracnari:
- Reduce Sip Malus to Lv1
Merian:
Solution 1:
- Increase Constitution to 11.
- Reduce Fire Weakness to Lv1
- Reduce Merian Lord spec Constitution modifier to +4.
Solution 2:
- Increase Constitution to 12
- Reduce Fire Weakness to Lv1
- Reduce Merian Lord spec Constitution modifier to +3
Mugwump:
- Increase Constitution to 12.
- Reduce Electric Weakness to Lv1.
Orclach:
- Increase Int to 11.
- Reduce Fire Weakness to Lv2.
Krokani:
- Increase Int to 10.
- Decrease Str to 15.
Dwarves:
- Increase Dex to 12.
Faelings:
- Increase Shadowlord spec Str Modifier to +4.
Taurians:
- Increase duration of Enrage
Additionally or alternatively
- Have Enrage grant Lv.1 Balance and EQ bonuses while active.
Unknown2011-10-18 21:00:52
Merians/Mugs- Increase CON by two. In the case of merians and the knight spec, reduce merian lord con score to reflect the increase in the base. Possibly decrease, but not eliminate, the maluses of both.
Unknown2011-10-18 21:07:05
Eh. Merian specs already have a very good statline; they are supposed to be a bit squishy. And my suggestion already reduces the maluses of both races' elemental maluses.
Mugwumps I could afford a +2 Con though, they ave a significantly weaker statline.
Mugwumps I could afford a +2 Con though, they ave a significantly weaker statline.
Lothringen2011-10-18 21:16:28
Since the other warrior spec races are being adjusted (and dwarf, arguably, doesn't need it) could something be done about krokani intelligence? Maybe something as simple as -1 strength and -1 dex for +2 int?
Unknown2011-10-18 21:19:01
Added. And don't really feel that Dwarves need another buff, except maybe to the Axelord spec.
Kiradawea2011-10-18 21:19:12
Was this racial support gonna include anything relating to influencing or bashing specifically?
Unknown2011-10-18 21:24:41
Only if the race is competent at neither. What kinda change are you hoping for?
Drezneth2011-10-18 21:28:55
I fully support the suggested reduction of the dracnari sip malus.
Unknown2011-10-18 21:29:19
Can we try really hard not to talk about every race we feel needs something. This special report is for major imbalances (read: probably unplayable), not "I think x race sucks".
Dracnari, Viscanti, Dwarf, and Orclach are probably fine.
Dracnari, Viscanti, Dwarf, and Orclach are probably fine.
Unknown2011-10-18 21:33:31
It's not as though these are major changes Shuyin; not compared to some of the other things that we are asking for. I see no reason not to attempt to fix all races since we have the opportunity. Most of these changes are not highly contentious anyway.
Before we say that a race is 'fine as is' could we get someone with experience in that race (and I don't mean Changelings who situationally become them) to confirm that?
Before we say that a race is 'fine as is' could we get someone with experience in that race (and I don't mean Changelings who situationally become them) to confirm that?
Unknown2011-10-18 21:41:42
I can and have make any race "work", except merian/mugs. I don't mean optimal, I mean, "with demi stats and all my toys, I can run around and not explode.
Merians and mugs are in the same boat. Low con, high maluses. Hell, even unspecc'd faeling is better for me than my own racial spec- and this to me says much less about faelings than it does about merians/mugs.
Increase the con, lower the maluses. Problem solved. Race now playable, but still carrying significant malus with only average constitution, retaining their squishiness.
The only other race that really needs help to be useable is Tae, and that is purely because of the balance penalty at its core.
Merians and mugs are in the same boat. Low con, high maluses. Hell, even unspecc'd faeling is better for me than my own racial spec- and this to me says much less about faelings than it does about merians/mugs.
Increase the con, lower the maluses. Problem solved. Race now playable, but still carrying significant malus with only average constitution, retaining their squishiness.
The only other race that really needs help to be useable is Tae, and that is purely because of the balance penalty at its core.
Unknown2011-10-18 21:46:04
But the report is about major imbalances within Lusternia.
When you take it into the context of races, we will have to address the ones at the bottom of the pile, because that's where the major imbalance is located.
While you can make arguments about how viscanti, dracnari, and the like are suboptimal as a spec race, they certainly are not -terrible- and do work as a race, especially if you do everything in your power to make it so.
When you take it into the context of races, we will have to address the ones at the bottom of the pile, because that's where the major imbalance is located.
While you can make arguments about how viscanti, dracnari, and the like are suboptimal as a spec race, they certainly are not -terrible- and do work as a race, especially if you do everything in your power to make it so.
Unknown2011-10-18 21:46:56
Rainydays:
I can and have make any race "work", except merian/mugs. I don't mean optimal, I mean, "with demi stats and all my toys, I can run around and not explode.
Sojiro:
...do work as a race, especially if you do everything in your power to make it so.
I don't feel that using that as the definition of 'work' for a race is healthy. Races should at least be strong enough on their own merits that people who are interested in the RP of a race need not feel crippled by their choice should they wish to join combat.
Unknown2011-10-18 21:53:29
Given how Lusternia operates and the idea that statpacks will never happen, there will always be a best race.
There's just no way around that.
I personally think that it's possible to make every race "okay" (read: strong enough on their own merits), but really, there will always be a race at the number 1 spot, which means that for the minmaxer, he will feel crippled regardless.
There's just no way around that.
I personally think that it's possible to make every race "okay" (read: strong enough on their own merits), but really, there will always be a race at the number 1 spot, which means that for the minmaxer, he will feel crippled regardless.
Unknown2011-10-18 21:58:54
I'm not asking that we attempt to balance twenty races against each other and have them all be equal. I'm fully aware that doing so would be impossible. All of the races I covered in my suggestions are considered not merely sub-optimal (which I'm ok with), but sub-PAR (which I am not).
Rika2011-10-19 00:33:03
Balance/eq is 7/14/21% right? Maybe reduce the maluses to something like 4/8/12%. The races that have these maluses are usually lacking in other areas. Igasho and Tae'dae both suffer from very low dex and int, for example.
What's the difference between faeling (which people think is so great) and other races like merian and mugwump (which people think are near the bottom of the pile)? Faeling have level 2 balance, but very low strength, meaning warriors are going to struggle either way. Dexterity is high, making monks potentially strong, but the low strength will also hurt them. They have the lowest con of any race in the game. I feel the biggest thing is their charisma, for influencers.
Merians and mugwump have level 2 and 3 eq bonus, respectively, so the idea is that both of them are meant to be glass cannon type races, coupled with their high intelligence, possibly the most important attribute for classes that usually use equilibrium. They both have 1 more con than faeling. The difference must lie in their weaknesses, 2/2 and 2/3 to fire and electricity, respectively. However, one thing that I feel is more prominent now, than ever, is that both of these races also have some asphyxiation resistance. DMP to fire and electricity is very easy to come by, while the lack of asphyxiation DMP is the reason why certain classes can deal so much damage.
I would support either a +1 con or lower their weaknesses by 1, but I really think their potential is being underestimated right now. People want them to be able to take damage, but I don't think they were ever designed to do that. Remember when mugwumps were the race of choice? There was a reason for that, and I feel that people over reacted to the first bunch of race changes. If anything, I feel trill is weaker than both of these races.
I think Shuyin brings up a very good point in that the very nature of races here makes it very hard to make it so there isn't one race that is "best" when you want to min-max. You want to influence best? Go faeling. Want to be a tanky caster? Go female kephera. Want to do quick and consistent damage as a warrior/monk? Go aslaran. Want to do deal quick damage/affs as a caster? Go merian/mugwump. Want to do it all? Go human. All the races are either very good at something, while lacking in others, or they excel at nothing but are decent all-around.
What's the difference between faeling (which people think is so great) and other races like merian and mugwump (which people think are near the bottom of the pile)? Faeling have level 2 balance, but very low strength, meaning warriors are going to struggle either way. Dexterity is high, making monks potentially strong, but the low strength will also hurt them. They have the lowest con of any race in the game. I feel the biggest thing is their charisma, for influencers.
Merians and mugwump have level 2 and 3 eq bonus, respectively, so the idea is that both of them are meant to be glass cannon type races, coupled with their high intelligence, possibly the most important attribute for classes that usually use equilibrium. They both have 1 more con than faeling. The difference must lie in their weaknesses, 2/2 and 2/3 to fire and electricity, respectively. However, one thing that I feel is more prominent now, than ever, is that both of these races also have some asphyxiation resistance. DMP to fire and electricity is very easy to come by, while the lack of asphyxiation DMP is the reason why certain classes can deal so much damage.
I would support either a +1 con or lower their weaknesses by 1, but I really think their potential is being underestimated right now. People want them to be able to take damage, but I don't think they were ever designed to do that. Remember when mugwumps were the race of choice? There was a reason for that, and I feel that people over reacted to the first bunch of race changes. If anything, I feel trill is weaker than both of these races.
I think Shuyin brings up a very good point in that the very nature of races here makes it very hard to make it so there isn't one race that is "best" when you want to min-max. You want to influence best? Go faeling. Want to be a tanky caster? Go female kephera. Want to do quick and consistent damage as a warrior/monk? Go aslaran. Want to do deal quick damage/affs as a caster? Go merian/mugwump. Want to do it all? Go human. All the races are either very good at something, while lacking in others, or they excel at nothing but are decent all-around.
Xenthos2011-10-19 00:51:57
Sojiro:
Given how Lusternia operates and the idea that statpacks will never happen, there will always be a best race.
There's just no way around that.
I personally think that it's possible to make every race "okay" (read: strong enough on their own merits), but really, there will always be a race at the number 1 spot, which means that for the minmaxer, he will feel crippled regardless.
I still feel like Shadowlord needs that one strength point back to be on equal footing with Aslaran once more. It's pretty darned sad that I am looking into buying a cameo and a hat so that I can be Aslaran; Shadowlords just are definitely below now, even at Demi. (Though both Aslaran and Shadowlord are pretty rough below Demi)
Unknown2011-10-19 00:56:41
Lothringen:
Since the other warrior spec races are being adjusted (and dwarf, arguably, doesn't need it) could something be done about krokani intelligence? Maybe something as simple as -1 strength and -1 dex for +2 int?
I think they'd rather have some variance in the low tiers for INT. I once suggested giving krokani a flat terrain-less mana regen instead, which would be somewhat handy and play into the "hidden eye" motif a bit better than extra INT would, but nothing ever came of it.
Also, no other race has a terrain-less mana regen, so it would be unique!
Unknown2011-10-19 01:16:36
Rika, my issue isn't with being squishy, or being a "glass cannon". I don't have a problem conceptually with being delicate in exchange for offense. It's that with a life rune, demi stats, regen runes, RoA, beast bodyguard, blessings, splendors, tattoos, and probably some other stuff I'm forgetting, merian and mugs still aren't worth playing. This isn't pre-demi squish, this isn't even unartied squish.
As I've said, an unspecced faeling is better for me as a cantor than a seasinger merian. And as I've said, I'm not saying this to say something about faelings being too good. I'm saying it because merians and mugs are just that bad. They're TOO frail. Faelings benefit enough from their sip bonus to be suriviable enough while retaining good bard stats for them to be a better choice for me.
Increase their constitution, decrease the maluses a level. This isn't going to make them tanky. They'll still be more frail than average. They'll still be glass cannons, they'll still be squishier than elfen, trill, lucidians, dracnari, viscanti, and yes, even faelings in most conditions at demi. I'm not asking for a sip bonus, or some whole new game changer. I'm asking for enough that the race is worthwhile to play as opposed to the unspecced spec race of another org.
Other topic- I'll be clear since I was murky in the old thread- yes to SL faeling str at the end of the day. For the following two reasons:
1) It was a "solution 4" change to take it away in the first place. I'm sure someone had a good reason, but it was still sorta a "bwah?" moment.
2) Not having any incentive to play your org's spec race beyond RP is lame.
As I've said, an unspecced faeling is better for me as a cantor than a seasinger merian. And as I've said, I'm not saying this to say something about faelings being too good. I'm saying it because merians and mugs are just that bad. They're TOO frail. Faelings benefit enough from their sip bonus to be suriviable enough while retaining good bard stats for them to be a better choice for me.
Increase their constitution, decrease the maluses a level. This isn't going to make them tanky. They'll still be more frail than average. They'll still be glass cannons, they'll still be squishier than elfen, trill, lucidians, dracnari, viscanti, and yes, even faelings in most conditions at demi. I'm not asking for a sip bonus, or some whole new game changer. I'm asking for enough that the race is worthwhile to play as opposed to the unspecced spec race of another org.
Other topic- I'll be clear since I was murky in the old thread- yes to SL faeling str at the end of the day. For the following two reasons:
1) It was a "solution 4" change to take it away in the first place. I'm sure someone had a good reason, but it was still sorta a "bwah?" moment.
2) Not having any incentive to play your org's spec race beyond RP is lame.