Krackenor2008-04-25 03:46:22
I'd also like to chime in my excitement over the Illithoid changes. I might actually be able to influence now! (I think...I've never seriously tried it because of a few bad attempts)
Malarious2008-04-25 03:47:05
QUOTE(Estarra @ Apr 24 2008, 08:35 PM) 505458
FYI, I had thought of preempting such concerns by addressing the speed of some skillsets but the envoys didn't think that wise. After the race updates, we may ask the envoys to give us special feedback on the impact of the changes.
However, for now, let's not get off track. Focus on races.
However, for now, let's not get off track. Focus on races.
Theres a page on the envoy wiki under collab pages.. if you need to find changes we will be updating that (least I will and Talkan knows its there).
I know there will be problems and I oddly enough found some sound answers that arent overly complicated or strong (you may all go into shock now.. or denial..).
Large post coming on races.
Unknown2008-04-25 03:48:38
QUOTE(Estarra @ Apr 24 2008, 11:46 PM) 505542
- Male Kephera: DECREASE: Dexterity : 16
- Kephera: ADD BACK: Are susceptible to fire, level 1.
- Kephera: ADD BACK: Are susceptible to cold, level 1.
- Aslaran: REMOVE: Heal more slowly from elixirs, level 1.
- Mugwump: DECREASE: Are susceptible to fire, level 2.
Latest updates on the test server!
Unknown2008-04-25 03:56:17
QUOTE(Leiliadhe @ Apr 24 2008, 08:31 PM) 505523
NEW RACIAL ABILITY FOR ILLITHOID AND KEPHERA: MINDTALK
o Can mindtalk upon reaching level 50. MSAY TO to send them an anonymous, psychic say while standing in the same room as them. They would reply by normal says or tells, or, if kephera or illithoid, they could choose to MSAY back. Similar to Dreamspeak in Dreamweaving, but it's easier to identify the speaker due to skills like Scent, Thirdeye etc. which are much more common than Indigo and other methods of seeing dreambodies. However, you can only MSAY to a person, not a whole room. The main difference between mindtalk and dreamspeak is that you can modify mindtalk with emotes like regular says. For example, MSAY TO BOB Your lutes are superb. would result in Trader Bob seeing something like "A contented voice ripples across your mind, "Your lutes are superb." On the other hand, adding :@ might cause "An angry voice throbs in your mind, "Your lute gave me dysentery."" These would appear in the normal cyan color of regular says. I think it's important for it to be initially anonymous (i.e., no "throbbing head veins" messages when Leiliadhe msays) to keep in with the mysterious/stealthy nature of the Undervault races.
o Can mindtalk upon reaching level 50. MSAY TO
I think both Kephera and Illithoid deserve some sort of RP thing in general as well, ignoring the various pvp/pve upgrades to make them viable as a race. This ability ought to help in that regard.
Also, I like the removal of aslaran sip penalty, it's lovely.
Krellan2008-04-25 04:00:25
QUOTE(Leiliadhe @ Apr 24 2008, 10:31 PM) 505523
Hello, folks. Some of you may know me, some of you may not. Long (-ish, I guess) time player, first time forums poster.
Since we're talking about changes to races, I have an idea that I think would be VERY cool. It's not directly related to stats, but hear me out.
NEW RACIAL ABILITY FOR ILLITHOID AND KEPHERA: MINDTALK
o Can mindtalk upon reaching level 50. MSAY TO to send them an anonymous, psychic say while standing in the same room as them. They would reply by normal says or tells, or, if kephera or illithoid, they could choose to MSAY back. Similar to Dreamspeak in Dreamweaving, but it's easier to identify the speaker due to skills like Scent, Thirdeye etc. which are much more common than Indigo and other methods of seeing dreambodies. However, you can only MSAY to a person, not a whole room. The main difference between mindtalk and dreamspeak is that you can modify mindtalk with emotes like regular says. For example, MSAY TO BOB Your lutes are superb. would result in Trader Bob seeing something like "A contented voice ripples across your mind, "Your lutes are superb." On the other hand, adding :@ might cause "An angry voice throbs in your mind, "Your lute gave me dysentery."" These would appear in the normal cyan color of regular says. I think it's important for it to be initially anonymous (i.e., no "throbbing head veins" messages when Leiliadhe msays) to keep in with the mysterious/stealthy nature of the Undervault races.
What are everyone's feelings on this? I think it would be a very exciting and cool little addition to kephera and illithoid, who are described as very psionic in the RP, but whose abilities don't really reflect this. Obviously it wouldn't be balanced to have us all shooting Cthoglogg psi-beams everywhere and razing cities, but I don't think my idea is unbalanced. I sent a message to Estarra about this after the opening of the Nekotai, but never got a response. I understand things are very busy and not all messages can be replied to, so I don't hold it against you. And I apologize if you DID read it, and just didn't say anything because you thought my idea was dumb, and I'm making you angrier by bringing it up on forums. >_> ANYWAY.
Thoughts?
Edit: Oh, and I'm excited about the proposed changes in stats for illithoid. As one of Lusternia's few consistent illithoid players, I really appreciate the attention!
Since we're talking about changes to races, I have an idea that I think would be VERY cool. It's not directly related to stats, but hear me out.
NEW RACIAL ABILITY FOR ILLITHOID AND KEPHERA: MINDTALK
o Can mindtalk upon reaching level 50. MSAY TO
What are everyone's feelings on this? I think it would be a very exciting and cool little addition to kephera and illithoid, who are described as very psionic in the RP, but whose abilities don't really reflect this. Obviously it wouldn't be balanced to have us all shooting Cthoglogg psi-beams everywhere and razing cities, but I don't think my idea is unbalanced. I sent a message to Estarra about this after the opening of the Nekotai, but never got a response. I understand things are very busy and not all messages can be replied to, so I don't hold it against you. And I apologize if you DID read it, and just didn't say anything because you thought my idea was dumb, and I'm making you angrier by bringing it up on forums. >_> ANYWAY.
Thoughts?
Edit: Oh, and I'm excited about the proposed changes in stats for illithoid. As one of Lusternia's few consistent illithoid players, I really appreciate the attention!
Very cool sounding. I'd like to see this as well.
Xiel2008-04-25 04:13:00
CODE
Global: DOWNGRADE effectiveness of balance and equilibrium advantage/disadvantage (lvls 1/2/3)
Global: DOWNGRADE effectiveness of elixer advantage/disadvantage (lvls 1/2/3)
Titan: DOWNGRADE to +1 on stats.
Titan: DOWNGRADE to lvl 1 regen on other planes
Demigod: DOWNGRADE to +2 on stats.
Demigod: DOWNGRADE to lvl 1 regen on all planes
Dwarf: INCREASE Strength to 15
Dwarf: NEW: ALCOHOL TOLERANCE LVL 3: Reduce effect of alcohol. The more drunk you are, the more you absorb damage.
Dwarf: REMOVE Have slower balance, level 1.
Dracnari: NEW: ALCOHOL TOLERANCE LVL 1: Reduce effect of alcohol. The more drunk you are, the more you absorb damage.
Igasho: INCREASE: Are susceptible to fire, level 2.
Igasho: NEW: Add scaling as natural ability.
Trill: INCREASE: Charisma : 15
Trill: NEW: Seduction Influencing, lvl 2
Viscanti: INCREASE: Resistance to blunt damage, level 2.
Viscanti: INCREASE: Resistance to cutting damage, level 2.
Viscanti: NEW: Resistance to magic damage, level 2.
Viscanti: NEW: Intimidation Influencing, lvl 1
Viscanti: NEW: Village Influencing, lvl 2
Brood Viscanti: CHANGE: -2 Intelligence, +3 Strength, +2 Dexterity, +2 Constitution and +2 Size
Male Kephera: UPGRADE: Constitution : 14
Male Kephera: UPGRADE: Strength : 12
Female Kephera: UPGRADE: Intelligence 15
Female Kephera: UPGRADE: Charisma : 14
Kephera: NEW: Are susceptible to poison, level 2.
Kephera: NEW: Are susceptible to fire, level 1.
Kephera: NEW: Are susceptible to cold, level 1.
Illithoid: UPGRADE: Dexterity : 17
Illithoid: UPGRADE: Constitution : 16
Illithoid: UPGRADE: Intelligence : 14
Illithoid: NEW: Are resistant to poison, level 1.
Illithoid: NEW: Intimidation Influencing, lvl 3
Illithoid: NEW: Paranoia Influencing, lvl 3
Illithoid: NEW: Village Influencing, lvl 3
Tae'dae: REMOVE: Heal faster from elixirs, level 3.
Tae'dae: NEW: Are susceptible to fire, level 2.
Faeling: INCREASE: Heal faster from elixirs, level 3.
Aslaran: REMOVE: Heal more slowly from elixirs, level 1.
Mugwump: DECREASE: Are susceptible to fire, level 2.
Global: DOWNGRADE effectiveness of elixer advantage/disadvantage (lvls 1/2/3)
Titan: DOWNGRADE to +1 on stats.
Titan: DOWNGRADE to lvl 1 regen on other planes
Demigod: DOWNGRADE to +2 on stats.
Demigod: DOWNGRADE to lvl 1 regen on all planes
Dwarf: INCREASE Strength to 15
Dwarf: NEW: ALCOHOL TOLERANCE LVL 3: Reduce effect of alcohol. The more drunk you are, the more you absorb damage.
Dwarf: REMOVE Have slower balance, level 1.
Dracnari: NEW: ALCOHOL TOLERANCE LVL 1: Reduce effect of alcohol. The more drunk you are, the more you absorb damage.
Igasho: INCREASE: Are susceptible to fire, level 2.
Igasho: NEW: Add scaling as natural ability.
Trill: INCREASE: Charisma : 15
Trill: NEW: Seduction Influencing, lvl 2
Viscanti: INCREASE: Resistance to blunt damage, level 2.
Viscanti: INCREASE: Resistance to cutting damage, level 2.
Viscanti: NEW: Resistance to magic damage, level 2.
Viscanti: NEW: Intimidation Influencing, lvl 1
Viscanti: NEW: Village Influencing, lvl 2
Brood Viscanti: CHANGE: -2 Intelligence, +3 Strength, +2 Dexterity, +2 Constitution and +2 Size
Male Kephera: UPGRADE: Constitution : 14
Male Kephera: UPGRADE: Strength : 12
Female Kephera: UPGRADE: Intelligence 15
Female Kephera: UPGRADE: Charisma : 14
Kephera: NEW: Are susceptible to poison, level 2.
Kephera: NEW: Are susceptible to fire, level 1.
Kephera: NEW: Are susceptible to cold, level 1.
Illithoid: UPGRADE: Dexterity : 17
Illithoid: UPGRADE: Constitution : 16
Illithoid: UPGRADE: Intelligence : 14
Illithoid: NEW: Are resistant to poison, level 1.
Illithoid: NEW: Intimidation Influencing, lvl 3
Illithoid: NEW: Paranoia Influencing, lvl 3
Illithoid: NEW: Village Influencing, lvl 3
Tae'dae: REMOVE: Heal faster from elixirs, level 3.
Tae'dae: NEW: Are susceptible to fire, level 2.
Faeling: INCREASE: Heal faster from elixirs, level 3.
Aslaran: REMOVE: Heal more slowly from elixirs, level 1.
Mugwump: DECREASE: Are susceptible to fire, level 2.
Just to make sure that I'm caught up with everything concerning the global and racial changes currently up in the test server, I thought I'd put up the compiled list to ensure that I'm not missing anything. If someone spots something missing or is mistakenly noted, kindly point it out since in all this discussion, I wouldn't be surprised to have missed something. Oh, and just to shamelessly throw in another plug for Trills, lets give them another point of INT and an Empowering bonus and I'd be set to switch over.
Furien2008-04-25 04:19:41
Forumfavours for Xiel!
Unknown2008-04-25 04:27:09
QUOTE(Estarra @ Apr 24 2008, 11:30 PM) 505522
We're definitely standing pat on the balance/equilibrium changes. Other issues that may crop up will be dealt with separately. As Revan mentioned, monks are being looked at already.
The eq/balance changes wouldn't be necessary though! Rather than fix the specific problem, it seems like you're taking a round about solution that has other rippling effects which neuter some classes and races, requiring more work for everone. I just don't understand why fixing the actual problem is less inticing than creating new ones.
I also admit that I don't understand the code, perhaps it isn't easier. But, the effects seem much too large with side-effects that must be countered, recountered and recountered (just look at all the different adjustments already been made to races and how they're not close to being perfect yet ).
I just don't understand the neccesity for balance and eq changes coupled with race changes to fix a problem that lies within guild skills and weapon stats. I do hope that you find this post not as argumentative, but inquisitive and suggestive, by the way.
Post script. Is correct inside ()? I've no idea.
Shiri2008-04-25 04:31:35
The eq/balance changes are necessary for classes like bards too, to stop everyone having to be mugwumps in order to afflict people at a decent pace. Balancing around them is a bitch when there's no way for classes to be compensated offensively for their afflictions being slower.
Warriors have a slight leeway since the faster races can be given less wounds/damage instead.
can be fine, but you can just use a new set of () (like this (for example)).
Warriors have a slight leeway since the faster races can be given less wounds/damage instead.
can be fine, but you can just use a new set of () (like this (for example)).
Unknown2008-04-25 04:32:29
QUOTE(talkans @ Apr 25 2008, 12:27 AM) 505607
The eq/balance changes wouldn't be necessary though! Rather than fix the specific problem, it seems like you're taking a round about solution that has other rippling effects which neuter some classes and races, requiring more work for everone. I just don't understand why fixing the actual problem is less inticing than creating new ones.
I thought you were talking about DMP for a second.
Xiel2008-04-25 04:44:27
Pshaw, I'm just as OCD-like concerning categorizing things as the next person. You should see me on the envoy wiki. <.<
Malarious2008-04-25 05:03:26
Heres my thoughts no races... bolded areas are changes I made as suggestions in response to Estarra asking for changes to things.. I only brought up races that have some flaw in them still, AKA Kephera wouldnt be on here.. they have a weakness now they should be ok. Posts include racial changes
==DWARF==
STATISTICS:
Strength : 15 Dexterity : 10 Constitution: 15
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.
o Alcohol Tolerance level 3: Absorb more damage the higher the level of
drunken you are
o Native Weapon: Dwarf warriors who choose the Axelord specialization
can use two-handed axes more accurately than other races.
DISADVANTAGES:
o Recover equilibrium slower, level 1.
While there is no bold I just wanted to point out resistance to basically everything. Being drunk needs to have an impacting effect for sure (it seemed to be fairly balanced when I tried it).
==TRILL==
STATISTICS:
Strength : 12 Dexterity : 14 Constitution: 11
Intelligence: 15 Charisma : 15 Size : 10
ADVANTAGES:
o Can fly. (FLY and LAND)
o Regenerate health and mana while flying, level 2.
o Resistance to cold, level 3.
o Resistance to electric damage, level 2.
o Resistance to psychic damage, level 2.
o Improved seduction level 2.
o Improved flight balance (level 3 balance recovery for flight).
DISADVANTAGES:
o Susceptible to fire damage, level 1.
Trill while a good race needed to see a bit more love in the flavour area as well as revealing the intelligence of bird kind.
==VISCANTI==
STATISTICS:
Strength : 13 Dexterity : 10 Constitution: 14
Intelligence: 12 Charisma : 11 Size : 13
ADVANTAGES:
o Can breathe poison gas upon reaching level 50.
o Regenerate health and mana while in Tainted land, level 3.
o Immune from poison gas.
o Resistance to poison damage, level 1.
o Resistance to blunt damage, level 2.
o Resistance to cutting damage, level 2.
o Resistance to magic damage, level 2.
o Improved intimidation, level 1.
o Improved Village influence, level 2.
o Improved debating, level 2. (Take less damage and do more)
o Special: Upon gaining the Geomancy specialization or Nihilist
specialization, a viscanti becomes a Master Viscanti with statistics
changing by -2 strength, -2 dexterity, +3 intelligence and +2
charisma. Viscanti warriors who choose the necromancy path, upon
gaining the necromancy specialization become a Brood Viscanti with
statistics changing by -2 intelligence, +3 strength, +2 dexterity, +2
constitution and +2 size.
DISADVANTAGES:
o Heal more slowly from elixirs, level 2.
I actually really like what Viscanti are like, the changes are for 2 main reasons. 1) Charisma effects if the denizen can reply.. at low charisma the denizen will actually hit back and even with a reduced penalty to sipping is still a noticable effect (I am open to anyone checking if 11, 12, and 13 charisma will get hit back). 2) Debating improved to prevent giving pure charisma boosts and instead improving their debating with having lower ego.
==KEPHERA==
KEPHERA STATISTICS (MALE):
Strength : 12 Dexterity : 16 Constitution: 13
Intelligence: 10 Charisma : 11 Size : 10
KEPHERA STATISTICS (FEMALE):
Strength : 11 Dexterity : 9 Constitution: 11
Intelligence: 15 Charisma : 14 Size : 13
ADVANTAGES:
o Resistance to cutting damage, level 3.
o Resistance to blunt damage, level 3.
o Resistance to psychic damage, level 2.
o MINDSENSE: ability to sense others in local area (level 50).
o Hive Mind: This special ability allows female of level 50
and above to declare themselves a Queen and form hives. Any
non-queen kephera (male or female) may be part of a kephera
queen hive. When bonded with a Hive Queen (female kephera
level 50), everyone in the hive gets extra health and mana
and ego (extra 50 health/mana/ego per kephera bonded in a
hive when in the same area as the queen). If the queen dies,
the hive is broken. All members must stay within the local
area.
DISADVANTAGES:
o Cannot wear armour.
o Susceptible to fire damage, level 1.
o Susceptible to cold damage, level 1.
o Susceptible to poison damage, level 2.
While I agree they could use a strength boost, and that the weaknesses should help alot with balancing them, I do not agree that they need a large boost in con considering 12 is already +2 mugwump with much higher resistances.
Edited for female Kephera.. forgot thei got changes
==ILLITHOID==
ILLITHOID STATISTICS:
Strength : 11 Dexterity : 17 Constitution: 16
Intelligence: 14 Charisma : 7 Size : 10
ADVANTAGES:
o Can psychically understand any spoken language.
o Regeneration while underground, level 2
o Have a level 2 resistance to psychic damage.
o Resistance to poison damage, level 1.
o Improved intimidation, level 3.
o Improved paranoia, level 3.
o Improved village influence, level 3.
o MINDSENSE: Can sense others in the immediate area (level 50).
o Inner Worm: A unique racial ability. All illithoid contain an
inner worm. Upon reaching level 50, they may use this to drain the
psychic residue from corpses, artificially inflating their maximum
ego. They may ILLDRAIN corpses to inflate their ego, which
deteriorates to its original levels over time at a rate of 1 max
ego per minute. Their ego may be inflated 50 ego per level of the
illithoid player.
DISADVANTAGES:
o Are susceptible to magic, level 2.
I am not sure where to touch on there.. but their int is high enough for a caster race, and their con is higher than most races. Not just a good monk but a good most things.
==MUGWUMP==
STATISTICS:
Strength : 12 Dexterity : 14 Constitution: 11
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.
o Heal faster from elixers, level 1.
DISADVANTAGES:
o Are susceptible to fire, level 2.
o Are susceptible to electricity, level 2.
Dropped weakness a bit, gave a sip bonus, and added 1 con to help with their major loss of speed. The weaknesses will still be rather noticable but the slightly higher con and minor sip bonus should help them cope with damage better since they quite literaly lost 50% of their advantage.
==ASLARAN==
STATISTICS:
Strength : 12 Dexterity : 16 Constitution: 13
Intelligence: 14 Charisma : 14 Size : 12
ADVANTAGES:
o Have a racial language, aslari.
o Recover balance more quickly, level 2.
o Regain equilibrium faster, level 1.
o Have a level 1 resistance to cold.
DISADVANTAGES:
o Are susceptible to fire, level 2.
o Slower herb balance, level 1
Cats are notoriously stuck up (the I am too good for you cats, etc) and have 9 lives. As such I have upped their charisma and con.
==FAELING==
STATISTICS:
Strength : 8 Dexterity : 18 Constitution: 11
Intelligence: 15 Charisma : 16 Size : 4
ADVANTAGES:
o Shares Elfen racial language.
o Can FLY.
o Regenerate health and mana while in forest environments, Level 2.
o Recover balance more quickly, level 3.
o Heal faster from elixirs, level 3.
o Faster herb balance, level 1.
o Special for Night and Crow Totem: Upon gaining the Wicca
specialization or Druidry specialization, a faeling becomes a
Shadowcaster Faeling with statistics changing by con boost removed+1 intelligence, -3
dexterity and +1 size. Faelings who choose the warrior path, upon
gaining the specialization become a Shadowlord Faelings with statistics
changing by -3 intelligence, -3 charisma, +3 strength, +1 constitution
and +2 size.
Changes in case you cant tell at the end is I removed the con boost to shadowcasters and lowered shadowlord con boost to 1. I gave the race +2 con pre spec to make them a better race even without spec, also gave them another strength. This should increase their damage and tanky in light or reduction in speed and sipping.
Those are the thoughts on the current racial changes at least. If you support or dislike anything post it so Estarra has more of an idea.. I have posted the changes and the why.
QUOTE
==DWARF==
STATISTICS:
Strength : 15 Dexterity : 10 Constitution: 15
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.
o Alcohol Tolerance level 3: Absorb more damage the higher the level of
drunken you are
o Native Weapon: Dwarf warriors who choose the Axelord specialization
can use two-handed axes more accurately than other races.
DISADVANTAGES:
o Recover equilibrium slower, level 1.
QUOTE
==TRILL==
STATISTICS:
Strength : 12 Dexterity : 14 Constitution: 11
Intelligence: 15 Charisma : 15 Size : 10
ADVANTAGES:
o Can fly. (FLY and LAND)
o Regenerate health and mana while flying, level 2.
o Resistance to cold, level 3.
o Resistance to electric damage, level 2.
o Resistance to psychic damage, level 2.
o Improved seduction level 2.
o Improved flight balance (level 3 balance recovery for flight).
DISADVANTAGES:
o Susceptible to fire damage, level 1.
Trill while a good race needed to see a bit more love in the flavour area as well as revealing the intelligence of bird kind.
QUOTE
==VISCANTI==
STATISTICS:
Strength : 13 Dexterity : 10 Constitution: 14
Intelligence: 12 Charisma : 11 Size : 13
ADVANTAGES:
o Can breathe poison gas upon reaching level 50.
o Regenerate health and mana while in Tainted land, level 3.
o Immune from poison gas.
o Resistance to poison damage, level 1.
o Resistance to blunt damage, level 2.
o Resistance to cutting damage, level 2.
o Resistance to magic damage, level 2.
o Improved intimidation, level 1.
o Improved Village influence, level 2.
o Improved debating, level 2. (Take less damage and do more)
o Special: Upon gaining the Geomancy specialization or Nihilist
specialization, a viscanti becomes a Master Viscanti with statistics
changing by -2 strength, -2 dexterity, +3 intelligence and +2
charisma. Viscanti warriors who choose the necromancy path, upon
gaining the necromancy specialization become a Brood Viscanti with
statistics changing by -2 intelligence, +3 strength, +2 dexterity, +2
constitution and +2 size.
DISADVANTAGES:
o Heal more slowly from elixirs, level 2.
I actually really like what Viscanti are like, the changes are for 2 main reasons. 1) Charisma effects if the denizen can reply.. at low charisma the denizen will actually hit back and even with a reduced penalty to sipping is still a noticable effect (I am open to anyone checking if 11, 12, and 13 charisma will get hit back). 2) Debating improved to prevent giving pure charisma boosts and instead improving their debating with having lower ego.
QUOTE
==KEPHERA==
KEPHERA STATISTICS (MALE):
Strength : 12 Dexterity : 16 Constitution: 13
Intelligence: 10 Charisma : 11 Size : 10
KEPHERA STATISTICS (FEMALE):
Strength : 11 Dexterity : 9 Constitution: 11
Intelligence: 15 Charisma : 14 Size : 13
ADVANTAGES:
o Resistance to cutting damage, level 3.
o Resistance to blunt damage, level 3.
o Resistance to psychic damage, level 2.
o MINDSENSE: ability to sense others in local area (level 50).
o Hive Mind: This special ability allows female of level 50
and above to declare themselves a Queen and form hives. Any
non-queen kephera (male or female) may be part of a kephera
queen hive. When bonded with a Hive Queen (female kephera
level 50), everyone in the hive gets extra health and mana
and ego (extra 50 health/mana/ego per kephera bonded in a
hive when in the same area as the queen). If the queen dies,
the hive is broken. All members must stay within the local
area.
DISADVANTAGES:
o Cannot wear armour.
o Susceptible to fire damage, level 1.
o Susceptible to cold damage, level 1.
o Susceptible to poison damage, level 2.
While I agree they could use a strength boost, and that the weaknesses should help alot with balancing them, I do not agree that they need a large boost in con considering 12 is already +2 mugwump with much higher resistances.
Edited for female Kephera.. forgot thei got changes
QUOTE
==ILLITHOID==
ILLITHOID STATISTICS:
Strength : 11 Dexterity : 17 Constitution: 16
Intelligence: 14 Charisma : 7 Size : 10
ADVANTAGES:
o Can psychically understand any spoken language.
o Regeneration while underground, level 2
o Have a level 2 resistance to psychic damage.
o Resistance to poison damage, level 1.
o Improved intimidation, level 3.
o Improved paranoia, level 3.
o Improved village influence, level 3.
o MINDSENSE: Can sense others in the immediate area (level 50).
o Inner Worm: A unique racial ability. All illithoid contain an
inner worm. Upon reaching level 50, they may use this to drain the
psychic residue from corpses, artificially inflating their maximum
ego. They may ILLDRAIN corpses to inflate their ego, which
deteriorates to its original levels over time at a rate of 1 max
ego per minute. Their ego may be inflated 50 ego per level of the
illithoid player.
DISADVANTAGES:
o Are susceptible to magic, level 2.
QUOTE
==MUGWUMP==
STATISTICS:
Strength : 12 Dexterity : 14 Constitution: 11
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.
o Heal faster from elixers, level 1.
DISADVANTAGES:
o Are susceptible to fire, level 2.
o Are susceptible to electricity, level 2.
Dropped weakness a bit, gave a sip bonus, and added 1 con to help with their major loss of speed. The weaknesses will still be rather noticable but the slightly higher con and minor sip bonus should help them cope with damage better since they quite literaly lost 50% of their advantage.
QUOTE
==ASLARAN==
STATISTICS:
Strength : 12 Dexterity : 16 Constitution: 13
Intelligence: 14 Charisma : 14 Size : 12
ADVANTAGES:
o Have a racial language, aslari.
o Recover balance more quickly, level 2.
o Regain equilibrium faster, level 1.
o Have a level 1 resistance to cold.
DISADVANTAGES:
o Are susceptible to fire, level 2.
o Slower herb balance, level 1
Cats are notoriously stuck up (the I am too good for you cats, etc) and have 9 lives. As such I have upped their charisma and con.
QUOTE
==FAELING==
STATISTICS:
Strength : 8 Dexterity : 18 Constitution: 11
Intelligence: 15 Charisma : 16 Size : 4
ADVANTAGES:
o Shares Elfen racial language.
o Can FLY.
o Regenerate health and mana while in forest environments, Level 2.
o Recover balance more quickly, level 3.
o Heal faster from elixirs, level 3.
o Faster herb balance, level 1.
o Special for Night and Crow Totem: Upon gaining the Wicca
specialization or Druidry specialization, a faeling becomes a
Shadowcaster Faeling with statistics changing by con boost removed+1 intelligence, -3
dexterity and +1 size. Faelings who choose the warrior path, upon
gaining the specialization become a Shadowlord Faelings with statistics
changing by -3 intelligence, -3 charisma, +3 strength, +1 constitution
and +2 size.
Changes in case you cant tell at the end is I removed the con boost to shadowcasters and lowered shadowlord con boost to 1. I gave the race +2 con pre spec to make them a better race even without spec, also gave them another strength. This should increase their damage and tanky in light or reduction in speed and sipping.
Those are the thoughts on the current racial changes at least. If you support or dislike anything post it so Estarra has more of an idea.. I have posted the changes and the why.
Rika2008-04-25 05:06:24
Hey, that's a really good idea. If you're going give female kephera more intelligence, and to a lesser degree charisma, I think it would be fair to take 1 or 2 constitution points off them. They still have a lot of physical resistance, but are a bit less tanky, which imo, still puts them ahead of other races.
Unknown2008-04-25 05:19:56
So, after playing around with several different warrior races, I think the real problem is with how stats have such greatly diminishing returns once they get high enough. All the extra STR that an Igasho has compared to a Aslaran still doesn't help that much. And no matter how much balance/equi advantages get toned down, this will probably still be a problem.
I'd hate to want to return to that issue once more, but higher STR/INT really will need to matter more if races that have them as a distinct advantage are to become advantageous at all. Especially Igasho/Tae'dae.
I'd hate to want to return to that issue once more, but higher STR/INT really will need to matter more if races that have them as a distinct advantage are to become advantageous at all. Especially Igasho/Tae'dae.
Daganev2008-04-25 05:20:24
QUOTE(Estarra @ Apr 24 2008, 04:01 PM) 505417
I know people have spoken about Kephera, Mugwump, Faeling, Aslaran, and Demigod, but that doesn't mean that issues necessarily exist. There's been a lot of disagreement and debate on them, and I don't necessarily think there are any outstanding issues (though not committed to that).
So the question is, what are the issues that you, personally, feel needs addressed (not what issues have been discussed)?
So the question is, what are the issues that you, personally, feel needs addressed (not what issues have been discussed)?
I think that the tae'dae need to have atleast a level 1 sip bonus.
I think that stats above 18 need to be looked at again, so that having a 15 str and a 19 str arn't basically the same thing.
Also, I think races need to be thoroughly tested in comparison to eachother.
It appears clear to me that the player base so far has only really tested and compared "Hot topic" races, and have ignored the rest or the ones they don't care about. This is really going to mess things up later, and sadly I have no time to really help with that effort.
Rika2008-04-25 05:30:31
QUOTE(Vendetta Morendo @ Apr 25 2008, 05:19 PM) 505642
So, after playing around with several different warrior races, I think the real problem is with how stats have such greatly diminishing returns once they get high enough. All the extra STR that an Igasho has compared to a Aslaran still doesn't help that much. And no matter how much balance/equi advantages get toned down, this will probably still be a problem.
I'd hate to want to return to that issue once more, but higher STR/INT really will need to matter more if races that have them as a distinct advantage are to become advantageous at all. Especially Igasho/Tae'dae.
I'd hate to want to return to that issue once more, but higher STR/INT really will need to matter more if races that have them as a distinct advantage are to become advantageous at all. Especially Igasho/Tae'dae.
QFT.
Unknown2008-04-25 05:34:19
I don't think aslaran or faelings need more con at this point. With the sip adjustments they should be fine (I'm not even sure if upping the faeling sip was entirely necessary).
And Mal, in your last post you have SL faelings still getting +3 STR on top of the proposed base 8. Was that on purpose, or an oversight?
And Mal, in your last post you have SL faelings still getting +3 STR on top of the proposed base 8. Was that on purpose, or an oversight?
Shiri2008-04-25 05:37:30
Rather than lowering mugwump weaknesses, weaknesses and resistances should probably be brought together like sip bonuses and stat raising.
Malarious2008-04-25 05:38:45
QUOTE(Vendetta Morendo @ Apr 25 2008, 01:19 AM) 505642
I'd hate to want to return to that issue once more, but higher STR/INT really will need to matter more if races that have them as a distinct advantage are to become advantageous at all. Especially Igasho/Tae'dae.
Lets look at stats then. The weighting needs to change I agree.. below is a pseudo table to reflect effects of str and int... each has its own table. A mod of 1 means its worth the same as normal points. '.5' means its worth half a normal point. Basically anything marked as 1 means its a notable while .2 would mean it would have very little return. Values are not quite the same because of how str also plays into wounds and we cant have insanely high damage int races though the speed drop is being accounted.
Int
Stat - Mod
(1 to 16) - 1
17 - .9
18 - .9
19 - .85
20 - .8
21 - .7
22 - .6
23 - .5
24 - .4
25 - .3
A very standard decline in value, but also means that imperial merian at base would have a fairly powerful attack (though wouldnt hit as fast as they used to). This should make bards noticably stronger I imagine but they are taking one of the largest hits (if need be attack speed om being maestro can be reduced).
Str
Stat - Mod
(1 to 14) - 1
15 - .9
16 - .9
17 - .8
18 - .7
19 - .7
20 - .6
21 - .55
22 - .5
23 - .4
24 - .3
25 - .2
The values here are lower as to prevent damage and wounds from getting too high (mitigate demigods as well).
These values could be grossly wrong as what would be better, but if we establish what kind of curse it is we can decide where we want things. Strength shouldnt mean you do insane damage at all times unless you use a damage weapon.. in which case you shouldnt do high amounts of wounds. Int shouldnt mean you 3 shot lvl 80 players but you should have a reason to take mugwump or merian over tae'dae.
Ildaudid2008-04-25 05:41:09
They are close to going live, why not check it out for a week or two if the admins are willing to revisit the issue if there is a prolonged problem with it?
I know bal/equil stuff is super hard to test on roark's server due to the lag, so this would give us some time to recheck on the faster site and see how much of an impact some of the things truly are.
I know bal/equil stuff is super hard to test on roark's server due to the lag, so this would give us some time to recheck on the faster site and see how much of an impact some of the things truly are.