Fionn2008-04-27 13:36:00
Dwarf druid seems pretty fun, particularly since you can cancel out the equilibrium penalty with face paint as a Hartstone.
Perhaps not the most viable choice possible, but interesting and different.
Perhaps not the most viable choice possible, but interesting and different.
Jitwix2008-04-27 14:23:53
QUOTE(Fionn @ Apr 27 2008, 03:36 PM) 506613
Dwarf druid seems pretty fun, particularly since you can cancel out the equilibrium penalty with face paint as a Hartstone.
Perhaps not the most viable choice possible, but interesting and different.
Perhaps not the most viable choice possible, but interesting and different.
Well, the trend appears to me that Harstone druids are moving towards races like lucidian and furrikin, either speedier or healthier, with less intelligence than High Elfen. Am I right?
Fionn2008-04-27 14:34:47
QUOTE(Jitwix @ Apr 27 2008, 09:23 AM) 506618
Well, the trend appears to me that Harstone druids are moving towards races like lucidian and furrikin, either speedier or healthier, with less intelligence than High Elfen. Am I right?
Pretty much. Cudgel damage in PvP is pretty pathetic, and the difference made by INT can be garnered pretty well by looking at previous INT comparisons. The drop in damage going from 16 INT as a faeling to 12 INT as a dwarf is pretty minimal, even with the equilibrium penalty taken into account. In comparison, I'm noticeably more tanky now. The only thing that's giving me second thoughts is the big CHA drop - I'd miss influencing.
EDIT: And my bashing has improved too. Takes the same number of cudgel hits to kill something as a dwarf or as a faeling, except now I have more than 1200+ extra health to keep me alive and I take less damage per hit.
Bashara2008-04-27 15:17:03
QUOTE(Fionn @ Apr 27 2008, 01:36 PM) 506613
Dwarf druid seems pretty fun, particularly since you can cancel out the equilibrium penalty with face paint as a Hartstone.
Perhaps not the most viable choice possible, but interesting and different.
Perhaps not the most viable choice possible, but interesting and different.
That's not quite as strange as what I saw the other day: Urth Ust, Instrument of the Fates (Male Krokani).
On one hand, he picked a pretty tanky race, on the other hand, his magic damage and mp are nowhere near what they could be.
Also, I don't think the scaling should be 'removed', but it should definitely be addressed so that the high strength races aren't getting shafted.
Malicia2008-04-27 15:30:10
QUOTE(hyrtakos @ Apr 26 2008, 11:06 PM) 506489
That is precisely what brought on these changes. They made high strength warriors not worthwhile and left most people heading for the speed races... which in turn were nerfed.
What they often avoid, is the fact that the recent problem lied in races that are fast (with lower strength) who increase their strength to the max of it not getting gimped. "You're faster, so we'll make strength matter more for you since you'll be using it more often." The logic is mind-boggling once you piece it together.
What they often avoid, is the fact that the recent problem lied in races that are fast (with lower strength) who increase their strength to the max of it not getting gimped. "You're faster, so we'll make strength matter more for you since you'll be using it more often." The logic is mind-boggling once you piece it together.
Unknown2008-04-27 15:53:06
So.. I'd like to point out that Tae'Dae are still royally screwed...
With DMP changes from a while back... and the stat weight damage changes...
Being high strength does nothing. So we're going to choose Tae'Dae for con/bonuses/resistances...
So we're a Paladin. We're fighting Mags with magic and fire... Well, that screws over Tae'Dae since now we have weakness to fire... and we've always had weakness to magic.
So we decide to sip like crazy to try and maintain health. Well... now we don't sip for anything like we used to. We're still too slow to really slow them down with curing... so they have plenty of time to bash us into the Dark Ages.
So... we last a little while longer because we have a nice con... but then, we always die horribly as we watch them sip slowly with a grin on their face as they watch their health stay above 80% for the entirety of the fight.
Can anyone say depressing?
With DMP changes from a while back... and the stat weight damage changes...
Being high strength does nothing. So we're going to choose Tae'Dae for con/bonuses/resistances...
So we're a Paladin. We're fighting Mags with magic and fire... Well, that screws over Tae'Dae since now we have weakness to fire... and we've always had weakness to magic.
So we decide to sip like crazy to try and maintain health. Well... now we don't sip for anything like we used to. We're still too slow to really slow them down with curing... so they have plenty of time to bash us into the Dark Ages.
So... we last a little while longer because we have a nice con... but then, we always die horribly as we watch them sip slowly with a grin on their face as they watch their health stay above 80% for the entirety of the fight.
Can anyone say depressing?
Unknown2008-04-27 15:57:52
I concur with others in this thread on the strength not mattering enough at the higher end. Warriors are balanced because of the numerous obstacles to actually hitting someone, or so I thought.
Fix mai STR plz, kthx!
Fix mai STR plz, kthx!
Doman2008-04-27 16:14:26
Fixing INT and STR will help a lot. Just change it enough to make casters more damaging than a orclach and make it so Tae'dae will do more damage with a club than a trill. Everyone will thank you.
Xenthos2008-04-27 16:15:47
QUOTE(Doman @ Apr 27 2008, 12:14 PM) 506630
Fixing INT and STR will help a lot. Just change it enough to make casters more damaging than a orclach and make it so Tae'dae will do more damage with a club than a trill. Everyone will thank you.
Excepting those poor speed races who are now not only slower, but have always had low strength.
Trakis2008-04-27 16:23:37
I was talking to someone who made a really good point - that the issue with races aren't really being addressed.
People with super high stats were making it hard on the normal people, so the effect of stats was reduced drastically, making speed races dominate, as long as they had enough con - the only stat that seemed to really matter. Now speed is removed, making high stat, high speed races both relatively useless. Now we're in a third stage, where races with CON and racial resistances will dominate.
I suppose the only way to really test it out is through testing, but what I was really hoping for from these changes was all three of these different types be viable - speed races, high stat races, and tanky races.
People with super high stats were making it hard on the normal people, so the effect of stats was reduced drastically, making speed races dominate, as long as they had enough con - the only stat that seemed to really matter. Now speed is removed, making high stat, high speed races both relatively useless. Now we're in a third stage, where races with CON and racial resistances will dominate.
I suppose the only way to really test it out is through testing, but what I was really hoping for from these changes was all three of these different types be viable - speed races, high stat races, and tanky races.
Faymar2008-04-27 16:35:36
QUOTE(rika @ Apr 27 2008, 01:14 PM) 506588
Being a viable warrior is like getting arties anyway.
Die for saying that, in the name of all those who cannot buy credits ooc, but still like warriors better.
QUOTE(Zarquan @ Apr 27 2008, 06:57 PM) 506629
I concur with others in this thread on the strength not mattering enough at the higher end. Warriors are balanced because of the numerous obstacles to actually hitting someone, or so I thought.
Fix mai STR plz, kthx!
Fix mai STR plz, kthx!
I concur. Make strength matter!
And a suggestion. I always thought enrage should add 2 unweighted points of strength, because with the new DMP changes and the fact that it lasts for only one or two minutes it shouldn't be too powerful, while still making a small difference.
Unknown2008-04-27 16:39:12
What she meant was that the costs of getting armour and weapons is like having to buy arties anyways. Or at least.. that's what I thought.
Bashara2008-04-27 16:45:12
QUOTE(MrShrimp @ Apr 27 2008, 04:39 PM) 506635
What she meant was that the costs of getting armour and weapons is like having to buy arties anyways. Or at least.. that's what I thought.
The costs, the time, the stress...
Faymar2008-04-27 16:45:24
QUOTE(MrShrimp @ Apr 27 2008, 07:39 PM) 506635
What she meant was that the costs of getting armour and weapons is like having to buy arties anyways. Or at least.. that's what I thought.
My point still stands
Unknown2008-04-27 16:56:50
Wait what.. Cameos were turned off entirely?
I asked for a way to be able to play endlessly.. Pretty lame that my relatively expensive arti is completely unusable until testing is over.
I asked for a way to be able to play endlessly.. Pretty lame that my relatively expensive arti is completely unusable until testing is over.
Doman2008-04-27 17:09:57
Yep, now they're fancy jewelry. Nothing else.
Lysandus2008-04-27 18:12:36
About the alcohol tolerance, do you get lvl 3 resistance as soon as you feel drunk, or it takes more sips just to get to lvl 3? If so, how many sips will that be?
Malicia2008-04-27 18:13:53
Malicia and company proposal! -
We’ve had lots of bickering about the problem so I want to move forward to solutions:
* Intelligence, Strength, and Dexterity should not scale until 19-20. Given various races have a starting value of 17-18 (Imperial Merian for intelligence, Furrikin for dexterity, Tae’dae for strength, etc), it seems silly to start scaling vastly below their initial values.
* Balance/Equilibrium bonuses need softened but not halved. Before the changes, each level of racial bonus gave an 8% increase. After the changes, each level of racial bonus gives a 4% increase. I therefore suggest each level of racial bonus give a 6% increase affording Faelings and Mugwumps at L3 an 18% increase to balance and equilibrium.
* Racial Resistances need softened (but again, not halved). I propose instead of 10% per racial level, they give 7% per racial level. This would have a minimal impact on races with a L1 of racial resistance, but would have a more significant impact on those boasting a L3 of racial resistance (see: Kephera, Tae’dae, Furrikin, etc).
* I haven’t seen any tests to determine how the sip penalty was adjusted. Sip penalties and bonuses are typically quite difficult to test given sips do vary. As a result, I am requesting the administration just post what was they were and how they were changed.
So...
With these changes in mind, I would also like to suggest some tweaks to the current changes:
* Dwarf is fine although alcohol tolerance needs tested more (for example, Nydekion reported over a 10% decrease in -all- damage with two sips of absinthe, which did not provide any disabling effects from alcohol... making it essentially a free 10% reduction).
* Dracnari is fine.
* Igasho seems fine.
* Trill is still “ugly†in combat, but otherwise fine.
* With the softening of resistances (as noted above), Viscanti would likely be fine assuming the sip penalty still offsets the resistances (which we don’t fully know if that is the case at the moment).
* Kephera would be fine (with resistances softened)
* Illithoid would need tweaked slightly because it has so many high stat values. It wouldn’t need to be drastic but perhaps either -1 to intelligence -or- constitution -or- dexterity.
* Aslaran should regain L1 sip penalty.
* Mugwump should regain L3 weakness to fire.
* Tae’dae should be fine when strength packs a punch again.
* Faeling is hard to judge. If strength matters more and their balance is reduced (but as noted above) then they still might be shafted. I’d suggest that after all of the above is done, if someone can clearly prove with testing that Shadowlord Faelings are not competitive then they should get a bonus to strength to compensate (or constitution).
We’ve had lots of bickering about the problem so I want to move forward to solutions:
* Intelligence, Strength, and Dexterity should not scale until 19-20. Given various races have a starting value of 17-18 (Imperial Merian for intelligence, Furrikin for dexterity, Tae’dae for strength, etc), it seems silly to start scaling vastly below their initial values.
* Balance/Equilibrium bonuses need softened but not halved. Before the changes, each level of racial bonus gave an 8% increase. After the changes, each level of racial bonus gives a 4% increase. I therefore suggest each level of racial bonus give a 6% increase affording Faelings and Mugwumps at L3 an 18% increase to balance and equilibrium.
* Racial Resistances need softened (but again, not halved). I propose instead of 10% per racial level, they give 7% per racial level. This would have a minimal impact on races with a L1 of racial resistance, but would have a more significant impact on those boasting a L3 of racial resistance (see: Kephera, Tae’dae, Furrikin, etc).
* I haven’t seen any tests to determine how the sip penalty was adjusted. Sip penalties and bonuses are typically quite difficult to test given sips do vary. As a result, I am requesting the administration just post what was they were and how they were changed.
So...
With these changes in mind, I would also like to suggest some tweaks to the current changes:
* Dwarf is fine although alcohol tolerance needs tested more (for example, Nydekion reported over a 10% decrease in -all- damage with two sips of absinthe, which did not provide any disabling effects from alcohol... making it essentially a free 10% reduction).
* Dracnari is fine.
* Igasho seems fine.
* Trill is still “ugly†in combat, but otherwise fine.
* With the softening of resistances (as noted above), Viscanti would likely be fine assuming the sip penalty still offsets the resistances (which we don’t fully know if that is the case at the moment).
* Kephera would be fine (with resistances softened)
* Illithoid would need tweaked slightly because it has so many high stat values. It wouldn’t need to be drastic but perhaps either -1 to intelligence -or- constitution -or- dexterity.
* Aslaran should regain L1 sip penalty.
* Mugwump should regain L3 weakness to fire.
* Tae’dae should be fine when strength packs a punch again.
* Faeling is hard to judge. If strength matters more and their balance is reduced (but as noted above) then they still might be shafted. I’d suggest that after all of the above is done, if someone can clearly prove with testing that Shadowlord Faelings are not competitive then they should get a bonus to strength to compensate (or constitution).
Callia2008-04-27 18:18:13
You left off the Furrikin who are being unduly punished because the Faelings were obnoxious!
Of course if your idea to up the balance speed a tad more, I guess that is kind of helping the furrikin out...
Of course if your idea to up the balance speed a tad more, I guess that is kind of helping the furrikin out...
Jitwix2008-04-27 18:34:20
QUOTE(Fionn @ Apr 27 2008, 04:34 PM) 506621
Pretty much. Cudgel damage in PvP is pretty pathetic, and the difference made by INT can be garnered pretty well by looking at previous INT comparisons. The drop in damage going from 16 INT as a faeling to 12 INT as a dwarf is pretty minimal, even with the equilibrium penalty taken into account. In comparison, I'm noticeably more tanky now. The only thing that's giving me second thoughts is the big CHA drop - I'd miss influencing.
EDIT: And my bashing has improved too. Takes the same number of cudgel hits to kill something as a dwarf or as a faeling, except now I have more than 1200+ extra health to keep me alive and I take less damage per hit.
EDIT: And my bashing has improved too. Takes the same number of cudgel hits to kill something as a dwarf or as a faeling, except now I have more than 1200+ extra health to keep me alive and I take less damage per hit.
So, surely there's a problem with high elfen being the specced race for Hartstone? I'm assuming High Elfen are good for Moondancers, so I won't suggest changing them, but perhaps a third strain of Elfen for Hartstone? Perhaps putting the +2 on con instead of int.
SPECCED HARTSTONE ELFEN
STATISTICS:
Strength : 10 Dexterity : 13 Constitution: 13
Intelligence: 15 Charisma : 15 Size : 11
ADVANTAGES:
o Have a racial language, Elfen.
o Regenerate health and mana while in forest environments, Level 1.
o Faster herb balance, level 1.
o Resistance to psychic damage, level 1.