Hyrtakos2008-04-12 08:39:42
QUOTE(geb @ Apr 11 2008, 11:50 PM) 501381
That is not exactly true. I can easily deal with artied warriors. I find mugwump bards to be quite a bit more annoying to deal with, and that is only if they spam defensive equilibrium using abilities. I can demonstrate for you too, if you hit me up sometime for a spar where I use unartied weapons.
This is a huge reason why they really don't need any buffing offensively in 1 on 1 combat I would say. It is extremely frustrating to work towards killing them if all they want to do is whore reflections with all the dodging and other garbage that can become extremely difficult to get through. Against Nezha I even realized that he can shield while proned due to Celest's construct. It really does all add up eventually and I had to either cleave or assault on nearly every attack with a nearly 250 speed weapon. It would be even more tedious as a one-handed spec I'm sure.
Malarious2008-04-13 01:50:26
QUOTE(geb @ Apr 11 2008, 11:50 PM) 501381
That is not exactly true. I can easily deal with artied warriors. I find mugwump bards to be quite a bit more annoying to deal with, and that is only if they spam defensive equilibrium using abilities. I can demonstrate for you too, if you hit me up sometime for a spar where I use unartied weapons.
*That makes you a demigod warrior on that first part.
*The second part I agree with, I believe some people have heartstopped because of bards spamming celestprayer/reflections
QUOTE(rika @ Apr 11 2008, 11:58 PM) 501382
Err, you're Geb and are therefore an exception and not a rule.
Yep
Mugwump magic classes are seen as too fast and too strong, making pretty much other races generally substandard. The classes can't be upgraded without making mugwumps even more strong/OP than they already are.
Arent the main complaints warriors and monks for combat? :/ Its far easier to deal with things stun whorable that you can insta?
Artied demigod warriors are too strong, making non-artied warriors generally substandard. Warriors can't be upgraded without making artied warriors even more strong/OP than they already are.
Fixed that one for ya. If you arent in really high grade armour their wounding/damage rates can be a bit high to deal with normally. Compared to normal knights they are far worse.
Yep
Mugwump magic classes are seen as too fast and too strong, making pretty much other races generally substandard. The classes can't be upgraded without making mugwumps even more strong/OP than they already are.
Arent the main complaints warriors and monks for combat? :/ Its far easier to deal with things stun whorable that you can insta
Artied demigod warriors are too strong, making non-artied warriors generally substandard. Warriors can't be upgraded without making artied warriors even more strong/OP than they already are.
Fixed that one for ya. If you arent in really high grade armour their wounding/damage rates can be a bit high to deal with normally. Compared to normal knights they are far worse.
Comments are in the quote.
QUOTE(geb @ Apr 12 2008, 12:20 AM) 501383
Warriors only need minor upgrades, and some of those can be something as small as fixing some of the accuracy problems. Magic using classes are pretty much fine as they are, with the problems some of them have being easily fixed with minor adjustments. Bards are definitely not hurting; it is just that people were use to them requiring little effort to defeat people. Just like warriors are not really hurting against the masses, it is just some desire them to be easier to play.
I agree with the second paragraph for the most part, in 1 on 1 using more defensive tactics will keep things from being so bad.. and probably destroy a bit of the offense you had worked up to.
As for what I bolded. Warriors need to be brought down a notch for Demigodness, as I have said, Demigods are OP, the +3 str racially already means they can take whatever race they want or else make their current one alot stronger (axelords can do noticable damage at high str, though thankfully tend to need damgae mod runes). Make a demigod warrior killable by most other classes without having to have fullplate then we can 'fix' them. As I imagine anyone in robes could explain you dont need to be stronger until you can be more balanced.
To which I suggest either changing how strength scales, changing wounding cap, or increasing armour stats on robes. Naturally warrior champ helms still need to be toned down on their own.
QUOTE(Zacc @ Apr 12 2008, 01:15 AM) 501386
Timing attacks: yes, the majority of classes do it. However, there is a difference in 1-2sec timing and 3-4sec timing. It's a world of difference depending on what's being done. Having to time their balances (herb, writhe, etc), song ticking (which is fairly easy for most of them, even the unseen ones)... everything, is a little difficult to keep up with unless filtering combat spam (spammiest combat I've ever encountered of all Muds), very very fast reader, or automated attacking. That's my biggest problem, I can't keep up with the timing or spam, and creating a script for that is just... stressing. Race, balances, possible increases/decreases, etc etc etc. It's like creating a whole new system for offense to accompany the one for defense/curing. Not fun.
Many people time attacks, and guardians might have to time it to a fraction of a second to aeon hits RIGHT before demon. Warriors might be pressing down to the second to land a combo under tendon/slitlock.
Mugwumps- agreed. They're our equivalent of faeling monks, I guess (the only difference is that not every bard wants to become a mugwump ).
Would be nice to control the colours in glamours (an option to have set colours or random). Unpredictable afflictions suck hardcore.
Haha wut? Contagion, tail, moon tarot, curse scroll, darkmoon, etc.. all random. Also I believe you can use volleys of colors of they have after image.
I still don't see how bards manage to kill anything unless the target has less than 5k health. We don't have very many afflictions that lead to actual death (unless you count the 1 in 1000000 chance that stupidity fails enough times or recessional kicks in every time they sip, or the person doesn't cure glamours very well). I do about 1.3k a minorsecond (with fully powered CrusaderCanto and Celestode) to myself, and I can't sip 1k+ by the time someone attacks again. However, those with high health recover more from sips. I suppose the damage from glamours is needed too, but that's random and not something that can be relied on. Octave? Gust the bard away with a common enchantment. Perfectfifth? Eat earwort and spam moving (almost certain escape). Passive song afflictions as a Cantor aren't too hindering since the good ones can't be controlled. Blindness and kneeling? Woot. I'd still like a song that drains power (1-2p per tick maybe). I find it ironic that once bards got hit with the nerf stick their top combatants (on par with top tier) stopped exisiting. Sadness. It says something...
Checking damage on yourself is flawed, it doesnt work right, believe Roark said that himself. Time your songs tics, like I time demon. Power drain song.. rofl. Can I share some of what you are on? Power draining things are being removed. Also bards leaving because they get nerfed is being things got harder, I cant wrack with a tendon, so clearly I should quit? Nah. Tell you what lets try some new things... can find em below.
Many people time attacks, and guardians might have to time it to a fraction of a second to aeon hits RIGHT before demon. Warriors might be pressing down to the second to land a combo under tendon/slitlock.
Mugwumps- agreed. They're our equivalent of faeling monks, I guess (the only difference is that not every bard wants to become a mugwump ).
Would be nice to control the colours in glamours (an option to have set colours or random). Unpredictable afflictions suck hardcore.
Haha wut? Contagion, tail, moon tarot, curse scroll, darkmoon, etc.. all random. Also I believe you can use volleys of colors of they have after image.
I still don't see how bards manage to kill anything unless the target has less than 5k health. We don't have very many afflictions that lead to actual death (unless you count the 1 in 1000000 chance that stupidity fails enough times or recessional kicks in every time they sip, or the person doesn't cure glamours very well). I do about 1.3k a minorsecond (with fully powered CrusaderCanto and Celestode) to myself, and I can't sip 1k+ by the time someone attacks again. However, those with high health recover more from sips. I suppose the damage from glamours is needed too, but that's random and not something that can be relied on. Octave? Gust the bard away with a common enchantment. Perfectfifth? Eat earwort and spam moving (almost certain escape). Passive song afflictions as a Cantor aren't too hindering since the good ones can't be controlled. Blindness and kneeling? Woot. I'd still like a song that drains power (1-2p per tick maybe). I find it ironic that once bards got hit with the nerf stick their top combatants (on par with top tier) stopped exisiting. Sadness. It says something...
Checking damage on yourself is flawed, it doesnt work right, believe Roark said that himself. Time your songs tics, like I time demon. Power drain song.. rofl. Can I share some of what you are on? Power draining things are being removed. Also bards leaving because they get nerfed is being things got harder, I cant wrack with a tendon, so clearly I should quit? Nah. Tell you what lets try some new things... can find em below.
1) Try to be a guardian Zacc, I want you to see what its like to have to focus on using something other than damag and glamours. Then when you come back and complain that curing will always be your worst enemy as anyone using aeon as well you will see most guilds have issues with curing more than anything. My enemies dont need be smart, just need be able to leave curing to its work (if it handles it right) yours tend to leave.
2) Focus up bards maybe? I find harbingers sexy, they have a clear goal and with manabarbs would probably rip through a fair few people or else drain their mana out entirely. Instead of being the support + soloist + hinderer + damager maybe they should just be support with hinder? Or make their damage better but downgrade glamours and passives?
Well anyway I imagine someone has something to yell about as I might hvae offended someone or they will say I am entirely wrong for X Y or Z. I calls em likes I sees em and until you have tried more than one side of the fence AND seen it from the other side you will find things are worse than they are. As a demigod I would be alot scarier as a warrior just because of armour and stats. Those who havent had to fight Demigod Warriors 1 on 1 or heck even 3 on 4 dont know where I am coming from. Groups are hard yes, but it doesnt add up like warriors/monks do, you can sip or you can apply, for groups of mana drains you just need to sip.
So go for it, and hopefully someone got some food for thought
EDIT: hmm quoted Geb twice... oops. Ah well. I still say Demigod warriors with complaints need to try to fight one more often
silimaur2008-04-13 02:05:10
malarious makes me giggle
Daereth2008-04-13 02:15:34
QUOTE(rika @ Apr 11 2008, 10:58 PM) 501382
Err, you're Geb and are therefore an exception and not a rule.
Mugwump magic classes are seen as too fast and too strong, making pretty much other races generally substandard. The classes can't be upgraded without making mugwumps even more strong/OP than they already are.
Artied warriors are seen as too strong, making non-artied warriors generally substandard. Warriors can't be upgraded without making artied warriors even more strong/OP than they already are.
Mugwump magic classes are seen as too fast and too strong, making pretty much other races generally substandard. The classes can't be upgraded without making mugwumps even more strong/OP than they already are.
Artied warriors are seen as too strong, making non-artied warriors generally substandard. Warriors can't be upgraded without making artied warriors even more strong/OP than they already are.
You pinleg too fast. Nerf Rika?
Rika2008-04-13 02:17:55
QUOTE(Daereth @ Apr 13 2008, 02:15 PM) 501541
You pinleg too fast. Nerf Rika?
Obviously not fast enough to keep you still. Nerf Daedalion.
Malarious2008-04-13 02:33:04
QUOTE(rika @ Apr 12 2008, 10:17 PM) 501542
Obviously not fast enough to keep you still. Nerf Daedalion.
I second out of principle
@Sili: <3
Geb2008-04-13 02:42:10
QUOTE(Malarious @ Apr 13 2008, 02:50 AM) 501529
Stuff
Well Malarious, I never had a problem fighting Demigod warriors when I was not a Demigod or Titan. I still could easily deal with them. Oh, and I fought them when stats meant far more than they do now.
Also, don't you also benefit from the take any race scenario as a Nihilist? That is something becoming a Titan/Demigod/Ascendant does to any race and class they are in. Still, does not mean they can't be beaten. It just means they are harder to beat, requiring the person to go the extra mile.
Xavius2008-04-13 08:44:57
Archetypes scale on different things, which is what puts some balance efforts out of whack. Warriors scale on absolutely everything--strength and dex boost their hindering and attrition, int and con boost their substantial tankiness, weapon stats affect damage per second and affliction speed, and artifacts are available to bypass physical defence. It gets really hard to compare warriors after a while. Race and demigod are huge. Even a fully artied weapon can be less than optimal if it wasn't tempered well.
Caster types scale very differently. I would argue that guardians and druids don't scale meaningfully. For PK min/maxing, you can pick a tanky race, like lobo or human, or you can pick a quick race, like mugwump or aslaran, and then things pretty much stop mattering. Higher int means locks don't need to be sustained as long, but it doesn't help you get those locks in the first place. Artifacts can make your tanky race tankier, but never as tanky as a warrior, or artifacts can boost your damage output, but never as much as a mage or bard. Even the race choice pales next to the tankier and more speed-oriented wiccans, whose play style can be almost wholly governed by the choice between speed and tanking.
I don't think you're ever going to get universal balance without evening out the scaling. Guardians and druids need stats to matter more, all casters need better high-end artifact options, while warriors (and possibly monks, don't know here) need stats to matter less.
Caster types scale very differently. I would argue that guardians and druids don't scale meaningfully. For PK min/maxing, you can pick a tanky race, like lobo or human, or you can pick a quick race, like mugwump or aslaran, and then things pretty much stop mattering. Higher int means locks don't need to be sustained as long, but it doesn't help you get those locks in the first place. Artifacts can make your tanky race tankier, but never as tanky as a warrior, or artifacts can boost your damage output, but never as much as a mage or bard. Even the race choice pales next to the tankier and more speed-oriented wiccans, whose play style can be almost wholly governed by the choice between speed and tanking.
I don't think you're ever going to get universal balance without evening out the scaling. Guardians and druids need stats to matter more, all casters need better high-end artifact options, while warriors (and possibly monks, don't know here) need stats to matter less.
Geb2008-04-13 09:29:29
QUOTE(Xavius @ Apr 13 2008, 09:44 AM) 501645
Archetypes scale on different things, which is what puts some balance efforts out of whack. Warriors scale on absolutely everything--strength and dex boost their hindering and attrition, int and con boost their substantial tankiness, weapon stats affect damage per second and affliction speed, and artifacts are available to bypass physical defence. It gets really hard to compare warriors after a while. Race and demigod are huge. Even a fully artied weapon can be less than optimal if it wasn't tempered well.
It is true that warriors can benefit from every stat but charisma, but warriors also require the most active effort to defeat anyone. Compared to every other class, besides monks, warriors have the least amount of passive offense and defense. So all of that needs to be included when considering balancing how stats affect everyone. Also have to consider that nothing about a warrior's offensive capability is certain. Every non-weapon using class can be certain that that the affliction they are going for, will be the affliction given. Every non-weapon using class can also be certain that every attack that is not blocked by some ability will hit the target.
Caster types scale very differently. I would argue that guardians and druids don't scale meaningfully. For PK min/maxing, you can pick a tanky race, like lobo or human, or you can pick a quick race, like mugwump or aslaran, and then things pretty much stop mattering. Higher int means locks don't need to be sustained as long, but it doesn't help you get those locks in the first place. Artifacts can make your tanky race tankier, but never as tanky as a warrior, or artifacts can boost your damage output, but never as much as a mage or bard. Even the race choice pales next to the tankier and more speed-oriented wiccans, whose play style can be almost wholly governed by the choice between speed and tanking.
Guardians are pretty darn tanky against all sorts of damage when using their abilities effectively. Also, becoming a demigod allows a guardian to pick the normally more fragile, but faster race of mugwump and still do well against most people. The greater con, the regeneration, and the intelligence boost can all be used effectively by a good guardian. Keep in mind, that a guardian has quickening, which can be used along with the greater intelligence, mugwump speed, and cosmic fire to quickly burn down many people. Being a demigod does not directly boost their affliction rate, but it does allow them to change into a race that will allow for such.
I don't think you're ever going to get universal balance without evening out the scaling. Guardians and druids need stats to matter more, all casters need better high-end artifact options, while warriors (and possibly monks, don't know here) need stats to matter less.
Druids also benefit from stat boost with increase damage and health. The problem is not that their staff is weak; it is just that it is all physical damage. Still, druids do cause a decent amount of bleeding from their demesne and staffcasts. Druids also have one of best forms of passive offense around, along with an active offense of sap (which is superior to aeon). If druids feel that they need their staff damage to be upgraded a bit more, then they should be also willing to lose some of the bleeding their staff causes and perhaps be willing to give up sap for some other offensive ability. Frankly druids have nothing to complain about in their demesne, though they are a bit too weak outside of it.
It is true that warriors can benefit from every stat but charisma, but warriors also require the most active effort to defeat anyone. Compared to every other class, besides monks, warriors have the least amount of passive offense and defense. So all of that needs to be included when considering balancing how stats affect everyone. Also have to consider that nothing about a warrior's offensive capability is certain. Every non-weapon using class can be certain that that the affliction they are going for, will be the affliction given. Every non-weapon using class can also be certain that every attack that is not blocked by some ability will hit the target.
Caster types scale very differently. I would argue that guardians and druids don't scale meaningfully. For PK min/maxing, you can pick a tanky race, like lobo or human, or you can pick a quick race, like mugwump or aslaran, and then things pretty much stop mattering. Higher int means locks don't need to be sustained as long, but it doesn't help you get those locks in the first place. Artifacts can make your tanky race tankier, but never as tanky as a warrior, or artifacts can boost your damage output, but never as much as a mage or bard. Even the race choice pales next to the tankier and more speed-oriented wiccans, whose play style can be almost wholly governed by the choice between speed and tanking.
Guardians are pretty darn tanky against all sorts of damage when using their abilities effectively. Also, becoming a demigod allows a guardian to pick the normally more fragile, but faster race of mugwump and still do well against most people. The greater con, the regeneration, and the intelligence boost can all be used effectively by a good guardian. Keep in mind, that a guardian has quickening, which can be used along with the greater intelligence, mugwump speed, and cosmic fire to quickly burn down many people. Being a demigod does not directly boost their affliction rate, but it does allow them to change into a race that will allow for such.
I don't think you're ever going to get universal balance without evening out the scaling. Guardians and druids need stats to matter more, all casters need better high-end artifact options, while warriors (and possibly monks, don't know here) need stats to matter less.
Druids also benefit from stat boost with increase damage and health. The problem is not that their staff is weak; it is just that it is all physical damage. Still, druids do cause a decent amount of bleeding from their demesne and staffcasts. Druids also have one of best forms of passive offense around, along with an active offense of sap (which is superior to aeon). If druids feel that they need their staff damage to be upgraded a bit more, then they should be also willing to lose some of the bleeding their staff causes and perhaps be willing to give up sap for some other offensive ability. Frankly druids have nothing to complain about in their demesne, though they are a bit too weak outside of it.
So, if we are going to talk about evening the stat scales out, we also then have to even all of the scales abilities wise. It would mean giving warriors more passives, removing some of the passive abilities from other archetypes who have an abundance of them, stripping the ability of some archetypes to hit their target from a distance, and removing area wide offensive capabilities of some archetypes. When it comes to balancing it all out, all of those things need to be considered. If you just consider one aspect, then you truly do unbalance the whole. Right now, I agree there are some balance issues, but I do not agree that those issues comprise how stats affect some archetypes versus others.
Xavius2008-04-13 09:37:52
That's not scaling. Those are archetype features. Huge difference. Everyone in the archetype has those features. Not every warrior has artis and demigod. Not every archetype benefits from artis and demigod the way warriors do. It's not a "nerf warriors" thing, it's raise everyone's artifact ceiling to be on par with the warrior artifact ceiling (only because nerfing artifacts is cruel, so bringing warrior artis down to the level of mage/bard artis isn't feasible) and squish/stretch the spread gained from stats.
Hyrtakos2008-04-13 09:48:58
Actually what he said in reference to mugwumps as magic casters is largely paralleled in warriors. It is the fast races with weaknesses that benefit largely from demigod. I know you would like me to believe the extra 11 wounds I get from 20-21 strength is what's doing you in, but yeah... I'm not really buying that for a second.
Ryleth2008-04-13 09:52:04
Geb:
Just to pick - most glamours afflictions are random, bards have no control over which affliction is actually given
QUOTE
Every non-weapon using class can be certain that that the affliction they are going for, will be the affliction given.
Just to pick - most glamours afflictions are random, bards have no control over which affliction is actually given
Geb2008-04-13 09:54:05
QUOTE(Xavius @ Apr 13 2008, 10:37 AM) 501654
That's not scaling. Those are archetype features. Huge difference. Everyone in the archetype has those features. Not every warrior has artis and demigod. Not every archetype benefits from artis and demigod the way warriors do. It's not a "nerf warriors" thing, it's raise everyone's artifact ceiling to be on par with the warrior artifact ceiling (only because nerfing artifacts is cruel, so bringing warrior artis down to the level of mage/bard artis isn't feasible) and squish/stretch the spread gained from stats.
Yes and those features must be considered. You want your archetype to have the same boost from items that cost less to acquire on abilities that are certain to work if used. You also want stats to be changed so that everyone gets the same benefit from them, without taking into account that everyone does not have the same level of certainty and hindering ability tied to their combat. Again, all things need to be considered to balance things out. Not just a particular aspect that one feels needs to be looked at. Those features must also be considered when changing the scaling, or those features become far too powerful.
You want one aspect of the system to scale better for you? You have to then be willing to have another aspect of the system to be adjusted to compensate for the change. All of it works together to balance the whole.
Geb2008-04-13 10:05:48
QUOTE(Ryleth @ Apr 13 2008, 10:52 AM) 501658
Geb:
Just to pick - most glamours afflictions are random, bards have no control over which affliction is actually given
Just to pick - most glamours afflictions are random, bards have no control over which affliction is actually given
Glamours is not the only specialty that bards have. Also, bards have absolute control over their auric affliction abilities (their main skill-set). When a bard goes to give the manabarbs affliction, he can be sure that is the affliction the person receives. A bard does not use colourburst with the idea that he will give stupidity this round and dizziness the next. A warrior will use a certain attack with maneuvers with the intention that he will give a certain affliction, but still have to deal with the die roll of miss, hitting another limb if it is a swing, or that the hit does connect and though the wound level is at or exceeds what is needed, the affliction is still not given.
silimaur2008-04-13 12:37:34
@mal my computer got formatted so once again no system..need more giggles to keep me going! LOVE!
Malarious2008-04-13 18:05:44
Lets see...
I have openly said Demigod are OP, I have included myself in that. I am not all powerful in combat but as a demigod I am alot harder to kill than normal.
ALong the lines of what Hyrtakos said.. I gain 30 damage from +1 int going from 20 to 21. My damage is not heavily changed, and I dont wound with it.
As for Geb, you dont need passives for a reason. A warrior already has damage + wounds + wounding affliction + venoms. A BM or BC can actually pass my affliction rate while getting damage/wounds. Can you miss? Sure, theres a reason stancing, parrying, and rebounding exist, if they didnt how much easier would it be for you to kill someone? Warriors have the largest effect from the stat changes, that put them far above par when all things are considered.
A good solution would be either
A) Give titan/demi 'points' and a list to buy things from where stats get more costly as you go to get a boost, where demi opens new things.
Make titan/demi be racialchanges to a new group of races. There could still be the fast balance, fast eq, tank, and balance race choices still but they would be set up to be more balanced at least.
Example of the 'points system'
Cost | Effect
------+--------------------------------------------
1 | +1 to a stat (one stat, not all of them)
3 | +2 to a stat (one stat, not all of them)
6 | +3 to a stat (one stat, not all of them)
4 | Adds a lvl of regen, max 2 for titan 3 for demi
3 | Can refresh power an extra time daily (buyable multiple times, max 3)
4 | Shrink/Enlarge
5 | Zap
5 | Upgrade Zap (must have zap)
5 | Divinefire
5 | Increased criticals
20 | Increased equilibrium or Balance lvl 1 (max 3)
8 | Faster herb balance lvl 1 (max 3)
20 | Heal faster from elixers lvl 1 (max 3)
8 | Resist a damage type (select which on purchase)
10 | Ability to fly OR burrow
5 | Boost accuracy to a weapon type (choose spec on purchase)
Idea being maybe you lose normal race and get points to build your own.. all stats start at 10 with say.. 8 stats you put in anywhere before you need to spend points to buy them. You COULD build a tank or you could build a speed race, there numbers arent set in stone but that kind of thing. If I want sipping boosts and eq boosts with regen thats all I could afford racially, etc.
I think this would give alot of customization to players who get that high while based on point values controlling how powerful they could get (better it is the more it costs) and perhaps you could give yourself weaknesses to get half the value in points weakness to fire lvl 2 get you 8 points.. 16/2 to use for something for example.
I have openly said Demigod are OP, I have included myself in that. I am not all powerful in combat but as a demigod I am alot harder to kill than normal.
ALong the lines of what Hyrtakos said.. I gain 30 damage from +1 int going from 20 to 21. My damage is not heavily changed, and I dont wound with it.
As for Geb, you dont need passives for a reason. A warrior already has damage + wounds + wounding affliction + venoms. A BM or BC can actually pass my affliction rate while getting damage/wounds. Can you miss? Sure, theres a reason stancing, parrying, and rebounding exist, if they didnt how much easier would it be for you to kill someone? Warriors have the largest effect from the stat changes, that put them far above par when all things are considered.
A good solution would be either
A) Give titan/demi 'points' and a list to buy things from where stats get more costly as you go to get a boost, where demi opens new things.
Make titan/demi be racialchanges to a new group of races. There could still be the fast balance, fast eq, tank, and balance race choices still but they would be set up to be more balanced at least.
Example of the 'points system'
Cost | Effect
------+--------------------------------------------
1 | +1 to a stat (one stat, not all of them)
3 | +2 to a stat (one stat, not all of them)
6 | +3 to a stat (one stat, not all of them)
4 | Adds a lvl of regen, max 2 for titan 3 for demi
3 | Can refresh power an extra time daily (buyable multiple times, max 3)
4 | Shrink/Enlarge
5 | Zap
5 | Upgrade Zap (must have zap)
5 | Divinefire
5 | Increased criticals
20 | Increased equilibrium or Balance lvl 1 (max 3)
8 | Faster herb balance lvl 1 (max 3)
20 | Heal faster from elixers lvl 1 (max 3)
8 | Resist a damage type (select which on purchase)
10 | Ability to fly OR burrow
5 | Boost accuracy to a weapon type (choose spec on purchase)
Idea being maybe you lose normal race and get points to build your own.. all stats start at 10 with say.. 8 stats you put in anywhere before you need to spend points to buy them. You COULD build a tank or you could build a speed race, there numbers arent set in stone but that kind of thing. If I want sipping boosts and eq boosts with regen thats all I could afford racially, etc.
I think this would give alot of customization to players who get that high while based on point values controlling how powerful they could get (better it is the more it costs) and perhaps you could give yourself weaknesses to get half the value in points weakness to fire lvl 2 get you 8 points.. 16/2 to use for something for example.