Racial Revamp Suggestions

by Sior

Back to Common Grounds.

Sior2010-10-12 04:09:02
During this month of October I'll be working to examine any racial imbalances.

Please use this thread for your constructive suggestions!
Unknown2010-10-12 04:10:39
Previously posted in the ideas forums:






Humans have solid evolutionary paths for mages/guardians/warriors and even monks, but their charisma sucks in all of their evolution paths. Would it work to create a human evolution path for bards separate from the mage/guardian path?

Current Bard Info:
Human Guardian/Wiccan, Mage/Druid, Bard:
Strength : 13 Dexterity : 14 Constitution: 14
Intelligence: 16 Charisma : 13 Size : 12


Proposed Bard Info:
Strength : 13 Dexterity : 14 Constitution: 13
Intelligence: 14 Charisma : 16 Size : 12


Hopefully it wouldn't require a lot of coding and wouldn't really muck with game balance at all, beyond making Human bards as 'standard' as Humans are for all other archetypes.
Casilu2010-10-12 04:10:41
Spec trill/lucidian power, you make the server go back in time 13 seconds.

Edit: Kidding, of course.


So far my favorite idea has been the ability to add the little things over levels to the various races.
Mirami2010-10-12 04:34:20
I've heard complaints over Wild Elfen and Shadowsinger faeling in revolts (due to high CHA).

I'm not such a big fan of racial 'abilities', because that would create more differences between races mechanically and not less- a step in the wrong direction, IMO. We don't need six races that can scale, for instance. Little things? More emotes/special area interactions? Sure, I'm all for that. That would be neat.

Also a common complaint: Merian, Mugwump weaknesses outweighing benefits.
Rika2010-10-12 04:35:51
Suggestion-question thingy: Will we get a week or so of testing this like last time?
Casilu2010-10-12 04:43:09
QUOTE (Romertien @ Oct 11 2010, 09:34 PM) <{POST_SNAPBACK}>
I've heard complaints over Wild Elfen and Shadowsinger faeling in revolts (due to high CHA).

I'm not such a big fan of racial 'abilities', because that would create more differences between races mechanically and not less- a step in the wrong direction, IMO. We don't need six races that can scale, for instance. Little things? More emotes/special area interactions? Sure, I'm all for that. That would be neat.

Also a common complaint: Merian, Mugwump weaknesses outweighing benefits.


Why we need more abilities.
Unknown2010-10-12 04:55:13
QUOTE (casilu @ Oct 12 2010, 12:43 AM) <{POST_SNAPBACK}>


I honestly have no idea why posts like this don't instantly end all debate.
Casilu2010-10-12 05:58:16
QUOTE (Volroc @ Oct 11 2010, 09:55 PM) <{POST_SNAPBACK}>
I honestly have no idea why posts like this don't instantly end all debate.


Probably because after the ten or so minutes of people wondering wtf I just posted and why, they can come up with a response.

But here is my point: Races should be made more different, not more the same. Everything being the same is boring. Yes, I know min-maxing isn't really rewarded right now, but it definitely should be. Races balancing on the line between insanity and reason should have some great benefit for playing them more than just some vague sense of RP in a city/guild. I'm looking at you low-con races. We shouldn't have Loboshigaru/humans and whatever else tanky races taking almost all of the guild members because the races that should be more used in those guilds don't really have the ability to take damage or decent offense. Really, the ONLY thing you get a benefit for really maxing it out is con and damage reduction (MAYBE charisma for those influencing types).
Everiine2010-10-12 06:10:02
I agree with Casilu-- more differences, not less. However, races should be tailored to certain things. Some spec races (Merian) have specs that do them no good at all-- the spec changes aren't what's needed in the guilds.

And the reason that there are so many humans is because when they evolve, they become the best race. I find this odd, as I would like to encourage people to be more RP races instead of "boring" human, but mechanics beat me.
Tekora2010-10-12 06:23:50


Now that that's out of the way, I'd like to see at just a single point of CON added to Trill, because as it is now, Trill can't bash, (3100 HP at Level 71) just like Illithoid can't influence. (8 Charisma = Equilibrium recovery for influence attacks so slow that it's impossible to prevent the mob from hitting back)

In fact, that's another thing that needs fixing. Give Illithoid at least enough CHA so that they can at least recover balance fast enough to avoid retaliatory ego hits. Please.
Furien2010-10-12 06:39:24
- Lots of races are weak to fire, magic, or both. Other weaknesses aren't really that widespread. If anything, some races have totally obscure resistances (elfen w/psychic being one example).
- Save the merians.
- Illuminati-Dracnari bashing nerf could be looked at.
- To preempt Xenthos: buff Kephera, nerf Faelings. (:smug:)
- Something about different scaling between resistances vs. weaknesses was brought up in the previous thread, and the possibility that they be made uniform throughout.
- Mugwump are pretty dead too.

For better or worse, racial rebalancing is tied in rather closely to to stat scaling. Or lack thereof, in some cases.
Malicia2010-10-12 07:13:59
It's late so I'll bring up something more thorough later. As it stands, merian lords/ladies aren't more advantageous than fully evolved humans. Imperial merian are fodder!

Quick suggestions:

- bring down the elemental penalities by 1. (pleeeeeease)
- regain eq faster- level 2 (instead of 1)
- level 1 blunt resistance
- influencing bonus (Catarin's idea)
- give imperial merian more CON. INT- only if they don't get level 2 eq. Maybe another point of charisma.
- seasinger merian could have a point (or 2) of dexterity added and 2 points of INT.

10 base con and no sipping bonus like faelings... I mean, merian are just not a good race to play in Celest. Haven't been in awhile.
Faymar2010-10-12 07:52:27
Taurians are totally dead too. Can't figure out why though. I can't think of any suggestions right now, just pointing it out.
Unknown2010-10-12 08:54:59
Small thought, given the aquatic origins of Merians and the propensity of water to speed bleed out (not mechanically of course), why shouldn't Merians have some sort of bleed resistance? It would fit with the whole different but equal goal of a diverse but viable race system, in that it would allow Merians to tank bleeding based kill conditions and NPCs better while remaining vulnerable to many forms of outright damage.

Of course, my opinions might not be the most advisable, considering I think the old equilibrium bonuses (this is you, Mugwumps) should have stayed as they were. A policy of nerf until equalized just washes out the colors. Bringing other things up to par or giving a severe drawback (slower herb balance (etc) regain when healing different affliction categories, anyone?) would have counteracted the old equi bonus better than just bringing them down.
Xenthos2010-10-12 11:40:13
QUOTE (Furien @ Oct 12 2010, 02:39 AM) <{POST_SNAPBACK}>
- To preempt Xenthos: buff Kephera, nerf Faelings. (:smug:)

Okay then, if you're going to do this, I might as well go for it!

Kephera have level 3 blunt / cutting resist.

The primary penalty for this is that they cannot wear armour.

They can, however, wear greatrobes and splendours. Since this is the highest form of 'armour' available to almost the entire game (excepting warriors), it means that this penalty is effectively non-existant for all but warrior Kepherans.

As such, this racial resist needs to be reviewed. Especially if racial damage penalties are halved, these two bonuses need to be dropped down to level 2 for simple balance reasons. Reduced penalty should mean reduced benefit, especially when the benefit is so high in this race's case.

Now, I don't see any suggestions thus far to give Faelings more con (our biggest weakness), so I'm not entirely sure where you're coming from; that said, Elfen Lords are still amazingly strong stats-wise. Note that I am going for the race that is broken, though, in terms of having a penalty that is not even a penalty to counter a very strong bonus.

Elfen Lords aren't really broken in that way; they just have no penalty to start with. tongue.gif But to compete with Humans (again, no penalty), that's kind of important these days. It's rough for a lot of races to compete with Human. Elfen, Faeling, Illithoid and Kephera primarily manage it. I do think that Kephera manage it too well, of the group.
Jayden2010-10-12 11:41:15

Mugwump

+1 Int
+1 Cha

Lower fire and electricity susceptibility 1

New skill name "I dont know" - Mugwumps who elect for city life gain level 1 regen within element tied to city nexus.
Unknown2010-10-12 11:47:32
I'd like to see Aslaran fire weakness nerfed to Level 2, though it is pretty much their only weakness.
Gregori2010-10-12 13:01:42
I don't know how the 'susceptible to fire level 2' plays out for merian, but I can say the 'susceptible to cold level 3' for Dracnari is a real kick in the pants.

Now, don't take this as a "we can't raid *cry*", but as an extreme example a high level (90+) dracnari Templar can be one shotted (dropped to vitality if they have it up) by a tide lord. That's the most extreme case I can think of with a cold attack. As a demigod dracnari Illuminati, I myself have been one shotted.

I would offer examples of other cold based mobs vs. dracnari but at the moment I am not familiar with what else to test against.

Also, I think dracnari are the only spec race that has a level 3 weakness, ontop of a level 2 sip malus. Every other spec race is no weakness or level 1 - 2.
Lendren2010-10-12 16:13:40
Compared to most of the things on this thread, it's a very minor issue, but I wonder if the seduction bonus for trill makes a lot of sense. If it really does, maybe there could be some more mobs that are vulnerable to seduction, ideally not sprinkled amongst a bunch of others with other vulnerabilities (or resistant to it). Even Delport's not very good for that. But it'd be better for it not to be seduction, given what Hallifax is about, and given what seduction's effects are, and given how trill's terrible constitution make it impractical for them to do most anything other than influence.
Furien2010-10-12 16:48:17
QUOTE (Xenthos @ Oct 12 2010, 04:40 AM) <{POST_SNAPBACK}>
Okay then, if you're going to do this, I might as well go for it!

Kephera have level 3 blunt / cutting resist.

The primary penalty for this is that they cannot wear armour.

They can, however, wear greatrobes and splendours. Since this is the highest form of 'armour' available to almost the entire game (excepting warriors), it means that this penalty is effectively non-existant for all but warrior Kepherans.

As such, this racial resist needs to be reviewed. Especially if racial damage penalties are halved, these two bonuses need to be dropped down to level 2 for simple balance reasons. Reduced penalty should mean reduced benefit, especially when the benefit is so high in this race's case.

Now, I don't see any suggestions thus far to give Faelings more con (our biggest weakness), so I'm not entirely sure where you're coming from; that said, Elfen Lords are still amazingly strong stats-wise. Note that I am going for the race that is broken, though, in terms of having a penalty that is not even a penalty to counter a very strong bonus.

Elfen Lords aren't really broken in that way; they just have no penalty to start with. tongue.gif But to compete with Humans (again, no penalty), that's kind of important these days. It's rough for a lot of races to compete with Human. Elfen, Faeling, Illithoid and Kephera primarily manage it. I do think that Kephera manage it too well, of the group.


You're on, bro. bruce_h4h.gif

Wearing greatrobes and splendours is largely irrelevant anymore - who kills with damage? Except, you know, Fillin, with the Geomancer demesne (most damaging in the game) that has every advantage over the Kephera's weaknesses. It's all wounds, wounds, wounds. If you're playing female Kephera, you have a hard time avoiding wounds because your dexterity is abyssmal. Even as a demi, the best you'll be able to manage through continual shrinking + buffs is usually only 12 or 13. If you're not a demi, you're screwed on firing any Acrobatic dodge or most of your stances. If you're going to be male kephera, I guess all that's fixed, but the subpar int/cha and mediocre strength won't really make up for it. And the 'no armor' thing tends to mean you won't find male kephera warriors.

There are sufficient penalties to offset the tankiness, not to mention the abundance of fire, poison and asphyx damage in the higher level areas. (Former two being weaknesses, latter having very little resistances though Blue change helps alleviate this for some reason.)

If we want to tackle Faelings, it's hard to pretend anymore that h/m/e buffs are hard to get. The Throne of Urlach is universally available, almost, and the only one that could potentially monopolize it is Magnagora. CON buffs are widespread. There's also artifacts, if we want to go around the 'balance everyone at omnitrans' route, assuming we all have credits out the wazoo. Add amazing dexterity on to that for very stance/parry, and then enough charisma to excel in village revolts with little effort or penalty in addition to having access to the same charisma buffs the rest of the game has, then Faelings can be engineered to be absolute machines at what some people might argue 'everything that matters'. (And 'lulz' if the effect of Size ever gets re-implemented on top of that.)

And how are these penalties not even penalties, assuming you're talking about Kephera? It's still a setback.