Racial Revamp Suggestions

by Sior

Back to Common Grounds.

Diamondais2010-11-01 21:44:59
Well, November has started, looking forward to seeing the end result!
Kiradawea2010-11-02 11:26:54
It will be absolutely neat if the lesser used races got something to make them more useful. Or if mini speccing is introduced, so that even those with poor stats in one area will not be completely shafted if they go into a guild not suited for them.
Lorina2010-11-02 11:34:34
MMmmm diversity. It tastes good.
Arath2010-11-02 20:05:07
*Insert pitch for buffing Furrikin in relation to Faeling*
Xiel2010-11-03 20:38:42
QUOTE (diamondais @ Nov 1 2010, 02:44 PM) <{POST_SNAPBACK}>
Well, November has started, looking forward to seeing the end result!


Maybe they'll tie together racial revamps with the essence refund too! biggrin.gif

Go go weakness/resistance reviews and gifts for everyoooone.
Sior2010-11-04 00:04:42
Before we start implementing some of the suggestions, we're going to throw out the idea of changing both balance/eq and resist/vulns to something like 7%-14%-21% or graduated 5%-12%-21%. Please comment on this and make suggestions based on a premise of adjusting like this.
Xenthos2010-11-04 00:17:13
QUOTE (Sior the Anomaly @ Nov 3 2010, 08:04 PM) <{POST_SNAPBACK}>
Before we start implementing some of the suggestions, we're going to throw out the idea of changing both balance/eq and resist/vulns to something like 7%-14%-21% or graduated 5%-12%-21%. Please comment on this and make suggestions based on a premise of adjusting like this.

Didn't you already do this to balance/eq? That's why Mugwump were reduced in use... the bonus for balance / eq went down.
Sior2010-11-04 00:19:52
QUOTE (Xenthos @ Nov 3 2010, 08:17 PM) <{POST_SNAPBACK}>
Didn't you already do this to balance/eq? That's why Mugwump were reduced in use... the bonus for balance / eq went down.


Mugwumps are currently 15% effectively.
Xenthos2010-11-04 00:20:21
QUOTE (Sior the Anomaly @ Nov 3 2010, 08:19 PM) <{POST_SNAPBACK}>
Mugwumps are currently 15% effectively.

Ah, so the proposal is to bump speed back up a bit?
Unknown2010-11-04 00:21:53
And what are resists/vulns currently at, as far as percentages go.
Xiel2010-11-04 00:24:15
I, too, am curious to know the current state of weaknesses/resistances.
Xenthos2010-11-04 00:24:30
Sior; if Faelings are going to get sped up a bit, I really think that you should take a second look at the sip bonus code please.

It looks like it's still 10% per level when sipping Mana or Bromides, but I am pretty sure it was reduced for Health. I'd like this to get verified, and it probably should be fixed to be the same bonus / penalty for mana and bromides. This will also help Dracnari and Viscanti.

Really, this should be examined even if Faelings aren't sped up. Because I do have some concerns about upping balance speed beyond what it is. Especially for Monks, but for Shadowlords to an extent as well.
Unknown2010-11-04 00:59:04
QUOTE (Sior the Anomaly @ Nov 3 2010, 07:04 PM) <{POST_SNAPBACK}>
Before we start implementing some of the suggestions, we're going to throw out the idea of changing both balance/eq and resist/vulns to something like 7%-14%-21% or graduated 5%-12%-21%. Please comment on this and make suggestions based on a premise of adjusting like this.


Tae'dae will definitely need some weaknesses removed, as well as their sip bonus upgraded a bit if they will become slower once more. Igasho will need something else too.

Aslaran definitely don't need adjusting if they are getting speed back. Faeling, on the other hand, can see trimming somewhere. I'd suggest the herb bonus, except I don't think that's even noticeable to most people. Probably should tweak something with sipping. Maybe switch around base dex values with furrikin too.

I'd still be cool with giving mugwumps some poison resistance and merians some cold.
Raeri2010-11-04 03:33:00
What are the current percentages on balance/eq and resist vulns, as a comparison?
Unknown2010-11-04 03:54:05
It should be 5%/10%/15% for balance/eq at the moment, but I can't remember how exactly resistances/weaknesses are tweaked. I think weaknesses might be the same, but resistances still 10%/20%/30%.
Unknown2010-11-04 03:55:45
Judging by Sior's comments, bal/eq is currently 5/10/15, they're thinking about making it 7/14/21.

I can't wait to make monks even faster, myself.

They haven't commented about resists/weaknesses yet.
Malarious2010-11-04 06:35:50
QUOTE (Sior the Anomaly @ Nov 3 2010, 08:04 PM) <{POST_SNAPBACK}>
Before we start implementing some of the suggestions, we're going to throw out the idea of changing both balance/eq and resist/vulns to something like 7%-14%-21% or graduated 5%-12%-21%. Please comment on this and make suggestions based on a premise of adjusting like this.


My feedback is to ask if monks will be permitted a report or similar at the same time. People are always complaining concerned about monk speeds with such a change. Would we get a chance to adjust how weapon stats work for monks as well as adjust some of the more insane combinations?

Ignoring monks and such a change however, the increase to speed would definitely help aslaran and faeling but if the same change was done to penalties would make many of the unused or lesser used races even less appealing. Faeling could use adjusting either way (though possible skewing with the imbalances domoths produce) but especially if they are increased in speed further.

Just a note, you may not have been thinking about monks, since select individuals seem especially concerned about I would like to ask you consider such if you have not already.

P.S. Aslaran > Illithoid if the changes go through, aslaran will definitely have a better boost at that point.
Furien2010-11-04 06:51:55
This keeps bringing up a nagging voice in the back of my head from something earlier:

When we said we wanted time to test the changes, you said you'd put a test server up.

I don't think the people asking in this scenario were asking for a test server, they were asking for actual in-game reincarnations to get a feel for everything. Identical to the last racial revamp. Test servers are fine and all, but between latency + scattered playerbase + time investment (why am I bashing on the test server when I can be bashing on the real server?) they might not be as worth it.
Sior2010-11-04 16:21:46
QUOTE (Furien @ Nov 4 2010, 02:51 AM) <{POST_SNAPBACK}>
This keeps bringing up a nagging voice in the back of my head from something earlier:

When we said we wanted time to test the changes, you said you'd put a test server up.

I don't think the people asking in this scenario were asking for a test server, they were asking for actual in-game reincarnations to get a feel for everything. Identical to the last racial revamp. Test servers are fine and all, but between latency + scattered playerbase + time investment (why am I bashing on the test server when I can be bashing on the real server?) they might not be as worth it.

You'll be getting a test server, and my latency/connection is pretty snappy.
Raeri2010-11-05 08:42:03
Given those figures above, if tae'dae are going to be even *slower* with their resistances less effective - I'd say raise the sippage, drop a level of weakness, and maybe add some new resists. Or that racial trait regarding balance-loss/writhing that was tossed around somewhere earlier.