Xiel2010-12-05 04:44:54
That's at..19 CON you said, I believe? A demiwump would have 12 CON base with the titan and demipower buffs. You'd reach maybe 14 or 15 CON with Life karma, Yellow and a platter and you'd still curl up in around 3 or 4 zaps with a level three vulnerability.
What do people think about just dropping the vulnerabilities for mugwumps and dropping it another level for merians? They'd still have the low CON (especially for mugwumps) and have horrid CHA, but have INT and the speed to look at. Mind, I still want the deathsonging to be reviewed, but what do folk think? Or am I just going waaay off base there.
-duck and cover-
What do people think about just dropping the vulnerabilities for mugwumps and dropping it another level for merians? They'd still have the low CON (especially for mugwumps) and have horrid CHA, but have INT and the speed to look at. Mind, I still want the deathsonging to be reviewed, but what do folk think? Or am I just going waaay off base there.
-duck and cover-
Unknown2010-12-05 04:55:01
I'd drop them entirely for both.
Reasoning:
What xiel said above, in addition- mugs are still faster than Merians, even with the changes. Merian Lord/Ladies have no real use for the EQ bonus that they're paying for with maluses, so if you drop said maluses, it both makes the casters viable, and makes lord/ladies not pay harshly for something they can't really use.
edit- and yes xiels, 19 con. Base 15, +2 demi for 17, +1 for weathering, +1 for favour.
The health total also includes ablution, karma blessing, life rune, and surge.
Reasoning:
What xiel said above, in addition- mugs are still faster than Merians, even with the changes. Merian Lord/Ladies have no real use for the EQ bonus that they're paying for with maluses, so if you drop said maluses, it both makes the casters viable, and makes lord/ladies not pay harshly for something they can't really use.
edit- and yes xiels, 19 con. Base 15, +2 demi for 17, +1 for weathering, +1 for favour.
The health total also includes ablution, karma blessing, life rune, and surge.
Everiine2010-12-05 05:04:36
I wouldn't drop them entirely-- weaknesses do have a purpose. But yeah, lowering them a lot sounds like a good idea.
Vadi2010-12-05 14:03:37
Oh, so that's who said low con was highly mitigatable... the mugwump with 11k health.
Yeah, not everyone gets it. Let's be a little less selfish.
Yeah, not everyone gets it. Let's be a little less selfish.
Unknown2010-12-05 15:00:38
QUOTE (Vadi @ Dec 5 2010, 09:03 AM) <{POST_SNAPBACK}>
Oh, so that's who said low con was highly mitigatable... the mugwump with 11k health.
Yeah, not everyone gets it. Let's be a little less selfish.
Yeah, not everyone gets it. Let's be a little less selfish.
Please read my earlier post here.
I discuss my status as an outlier, explain it in full, explain how I would be one were I an SL faeling (both in terms of what I would inherently have, and what I would do to expound upon it), and then go on to talk about constitution levels of people that are not outliers.
Specifically, you'll note that caster spec faelings have 10 con and a level 3 sip bonus- which puts them ahead of caster spec merians, trill, and arguably, elfen- who lack the sip bonus entirely, and have: (merians- same con as shadowcaster faeling, no sip, 2 maluses| trill- 1 more con, no sip, 1 malus| elfen 1 more con, no sip, no maluses)
Sylphas2010-12-05 17:39:29
QUOTE (Rainydays @ Dec 5 2010, 10:00 AM) <{POST_SNAPBACK}>
Please read my earlier post here.
I discuss my status as an outlier, explain it in full, explain how I would be one were I an SL faeling (both in terms of what I would inherently have, and what I would do to expound upon it), and then go on to talk about constitution levels of people that are not outliers.
Specifically, you'll note that caster spec faelings have 10 con and a level 3 sip bonus- which puts them ahead of caster spec merians, trill, and arguably, elfen- who lack the sip bonus entirely, and have: (merians- same con as shadowcaster faeling, no sip, 2 maluses| trill- 1 more con, no sip, 1 malus| elfen 1 more con, no sip, no maluses)
I discuss my status as an outlier, explain it in full, explain how I would be one were I an SL faeling (both in terms of what I would inherently have, and what I would do to expound upon it), and then go on to talk about constitution levels of people that are not outliers.
Specifically, you'll note that caster spec faelings have 10 con and a level 3 sip bonus- which puts them ahead of caster spec merians, trill, and arguably, elfen- who lack the sip bonus entirely, and have: (merians- same con as shadowcaster faeling, no sip, 2 maluses| trill- 1 more con, no sip, 1 malus| elfen 1 more con, no sip, no maluses)
And furrikin.
Kiradawea2010-12-05 18:48:21
Furrikin aren't a caster spec.
Yet.
Yet.
Unknown2010-12-05 19:04:01
QUOTE (Kiradawea @ Dec 5 2010, 01:48 PM) <{POST_SNAPBACK}>
Furrikin aren't a caster spec.
Yet.
Yet.
Furriken simply aren't.
Sylphas2010-12-05 19:11:59
QUOTE (Kiradawea @ Dec 5 2010, 01:48 PM) <{POST_SNAPBACK}>
Furrikin aren't a caster spec.
Yet.
Yet.
It doesn't matter. Faeling with 10 con are better than any race with 11 con, with that sip bonus.
And furrikin aren't really anything at the moment. They're just there.
Kiradawea2010-12-05 19:20:09
That's not true. It's the game's only source for the shed emote.
Which, IMO, detracts from the value of being a kin.
Which, IMO, detracts from the value of being a kin.
Sylphas2010-12-05 19:21:34
QUOTE (Kiradawea @ Dec 5 2010, 02:20 PM) <{POST_SNAPBACK}>
That's not true. It's the game's only source for the shed emote.
Which, IMO, detracts from the value of being a kin.
Which, IMO, detracts from the value of being a kin.
Yeah, the joke went from vaguely amusing to embarrassing for the entire race really quick with that.
Malarious2010-12-06 15:17:34
Tryin to update the things. Also modified some since resists are being left. Can use feedback on this all still
Merian
(Catarins)
Possible Flavor Abilities (for funsies):
Inherent ability to reach the Water Plane
Influencing bonus (maybe just for empowering to reflect some kind of inherent imperialness lighty personality)
Not affected by water currents
Adjustments: (Not intended all at once I do not believe)
o Level 2 Eq recovery instead of 1
o Level 1 fire weakness instead of 2
o +1 Con for Seasinger & Imperial
o +1 Dex for Seasinger & Lord
o +1 Cha for Seasinger
(Malarious)
Merian seasinger is not that bad statistically, the main issue is con for the fishies.
o +1 constitution to all specs
o -1 con gained by warriors (+4 instead of +5)
o No comment on influence request.
Taurian
(Malarious)
o +1 dex and/or
o Add +1/2 dex to enrage
o Possible racial skill: Tackle or Barge, whichever seems more fitting
o Changing the dex issue would probably help a fair bit. They would be a fairly mundane but not overly penalized race that way.
Tae'Dae
(Malarious)
o Lower speed penalties to not be crippling (lvl 2/2?)
Igasho
(Malarious)
o Lower balance penalty by 1.?
Orclach
They have kept their resists but are still a pretty bad race.
(Akui)
o +2 con
o +2 dex
(Malarious)
No idea.
Dracnari
(Alianna)
o Change Illuminated Dracnari to
+1 strength, -1 size, and +2 charisma
And change mage spec to "Inferno Dracnari" with the same bonuss.
Trill
(Alianna)
Buffs:
o CON: 11 -> 12
o Flying Regeneration: Change to Cloud Regeneration.
o Utility-related, potentially reduce the balance loss on their innate flight and/or grant a resistance to winds.
o Storm Trill: +2CON, -1 INT, +5 SIZE (Total of +3, -3, +5 leaving 14CON and 11INT total when including innate CON buff)
Nerfs:
o Electric resistance: 2 -> 1
o Cold resistance: 3 -> 2
Lucidian
(Alianna)
Buffs:
o Prismatic Lucidian CON: -1 -> 0
o Adamantine Lucidian: +2 DEX, +1 CHA, +3 SIZE (for a total of +4, 0, +3)
Nerfs:
o Magic Resistance: 2 -> 1
o Psychic Resistance: 3 -> 1
(Optional) o Prismatic Lucidian INT: +2 -> +1
Viscanti
Buffs:
o Sip malus: 2 -> 1
o Viscanti +2 base dex
o Irontongue Viscanti: +1 int, +1 cha, +1 dex (for a total of +3, +3, +1).
Nerfs:
o Magic resistance: 2 -> 1
o Blunt resistance: 2 -> 1
o Cutting resistance: 2 -> 1
As far as I know the above is still hoped for.
Kephera
o Lower resistances?
I dont know what the goal here is, but I remember they were an issue before the nerfs to resists.
Merian
(Catarins)
Possible Flavor Abilities (for funsies):
Inherent ability to reach the Water Plane
Influencing bonus (maybe just for empowering to reflect some kind of inherent imperialness lighty personality)
Not affected by water currents
Adjustments: (Not intended all at once I do not believe)
o Level 2 Eq recovery instead of 1
o Level 1 fire weakness instead of 2
o +1 Con for Seasinger & Imperial
o +1 Dex for Seasinger & Lord
o +1 Cha for Seasinger
(Malarious)
Merian seasinger is not that bad statistically, the main issue is con for the fishies.
o +1 constitution to all specs
o -1 con gained by warriors (+4 instead of +5)
o No comment on influence request.
Taurian
(Malarious)
o +1 dex and/or
o Add +1/2 dex to enrage
o Possible racial skill: Tackle or Barge, whichever seems more fitting
o Changing the dex issue would probably help a fair bit. They would be a fairly mundane but not overly penalized race that way.
Tae'Dae
(Malarious)
o Lower speed penalties to not be crippling (lvl 2/2?)
Igasho
(Malarious)
o Lower balance penalty by 1.?
Orclach
They have kept their resists but are still a pretty bad race.
(Akui)
o +2 con
o +2 dex
(Malarious)
No idea.
Dracnari
(Alianna)
o Change Illuminated Dracnari to
+1 strength, -1 size, and +2 charisma
And change mage spec to "Inferno Dracnari" with the same bonuss.
Trill
(Alianna)
Buffs:
o CON: 11 -> 12
o Flying Regeneration: Change to Cloud Regeneration.
o Utility-related, potentially reduce the balance loss on their innate flight and/or grant a resistance to winds.
o Storm Trill: +2CON, -1 INT, +5 SIZE (Total of +3, -3, +5 leaving 14CON and 11INT total when including innate CON buff)
Nerfs:
o Electric resistance: 2 -> 1
o Cold resistance: 3 -> 2
Lucidian
(Alianna)
Buffs:
o Prismatic Lucidian CON: -1 -> 0
o Adamantine Lucidian: +2 DEX, +1 CHA, +3 SIZE (for a total of +4, 0, +3)
Nerfs:
o Magic Resistance: 2 -> 1
o Psychic Resistance: 3 -> 1
(Optional) o Prismatic Lucidian INT: +2 -> +1
Viscanti
Buffs:
o Sip malus: 2 -> 1
o Viscanti +2 base dex
o Irontongue Viscanti: +1 int, +1 cha, +1 dex (for a total of +3, +3, +1).
Nerfs:
o Magic resistance: 2 -> 1
o Blunt resistance: 2 -> 1
o Cutting resistance: 2 -> 1
As far as I know the above is still hoped for.
Kephera
o Lower resistances?
I dont know what the goal here is, but I remember they were an issue before the nerfs to resists.
Raeri2010-12-07 00:21:07
QUOTE (Malarious @ Dec 7 2010, 02:17 AM) <{POST_SNAPBACK}>
Tryin to update the things. Also modified some since resists are being left. Can use feedback on this all still
Tae'Dae
(Malarious)
o Lower speed penalties to not be crippling (lvl 2/2?)
Tae'Dae
(Malarious)
o Lower speed penalties to not be crippling (lvl 2/2?)
These don't change them much, as they're already an underused race, and always have been. With the change, making them lv2 speed malus speeds tae up by 1%. Similar with Igasho.
Looking at the current levels, let's take faeling as a comparison. Unspecced at demi, they can push str up to 14 or so. A tae'dae would be reaching 25, at best. However, with a level 3 balance bonus/malus respectively (going by the proposed percentage numbers), they are operating at 121% balance, opposed to 79% balance recovery rate. Tae'dae need to be doing about 53% more per swing to begin to break even with unspecced faeling's damage over time. When considering that a human warrior can get 22 str with the proposed changes (elfen lord/stormtrill get 22, imperial merian/brood viscanti get 23, SL faeling have 18, aslaran 19), as well as the effect of stat flattening in the higher echelons. They need to be hitting about 25% harder compared to non-quickened balance races to be on par with them (and not even then, considering the effect of afflictions on-swing, as well as the abyssmally low dex).
So what are they supposed to do? They might hit harder than other races, but it's not by much after the stat flattening. They're supposed to be tanky, but igasho (closest comparison) make better tanks in the vast majority of cases (really, check out those help files). A race that's supposed to be able to soak up damage, but explodes at the first sight of magical (common common) damage - what?
Since making them less slow would just turn them into an igasho clone, my suggestions would be to keep them as the slowest of the mortal races, but actually have them tanky. Keeping in mind that resist/vuln %s are being left alone, perhaps something like this...?
QUOTE
STATISTICS:
Strength : 18 Dexterity : 9 Constitution: 17
Intelligence: 9 Charisma : 15 Size : 15
ADVANTAGES:
o Have racial language, tae'dae.
o Does damage when performing a BEARHUG upon reaching level 50.
o Have a level 3 resistance to cutting damage.
o Have a level 3 resistance to blunt damage.
o Have a level 3 resistance to cold damage.
o Have a level 3 resistance to poison damage.
o Have a level 2 resistance to psychic damage.
o Have a level 2 resistance to magic damage.
o Heal more from elixirs, level 1.
DISADVANTAGES:
o Have level 2 slower balance.
o Have level 2 slower equilibrium. - taking into account the new %s.
o Are susceptible to fire, level 2.
Strength : 18 Dexterity : 9 Constitution: 17
Intelligence: 9 Charisma : 15 Size : 15
ADVANTAGES:
o Have racial language, tae'dae.
o Does damage when performing a BEARHUG upon reaching level 50.
o Have a level 3 resistance to cutting damage.
o Have a level 3 resistance to blunt damage.
o Have a level 3 resistance to cold damage.
o Have a level 3 resistance to poison damage.
o Have a level 2 resistance to psychic damage.
o Have a level 2 resistance to magic damage.
o Heal more from elixirs, level 1.
DISADVANTAGES:
o Have level 2 slower balance.
o Have level 2 slower equilibrium. - taking into account the new %s.
o Are susceptible to fire, level 2.
Relevant changes have been bolded. Reasoning behind this is looking at the most similar in terms of slowed tanky races: tae'dae, igasho, orclach, dwarf. Originally left the speed maluses at level 3, but dropped them to 2 because of issues with quicksilver being faster than wane/aeon balance, and faeleaf being quicker than flare balance. This is of course assuming that we see Igasho get dropped to a level 1 balance malus.
If Tae'dae are definately going to be left at level 3 maluses though, Sior, some notice would be great so these can be revised to take that into account.
Also, with the new Polarity skill, spec Dracnari probably don't need that str/int change anymore.
Sylphas2010-12-07 00:33:13
No love for furrikin.
Ashteru2010-12-07 10:24:21
How do you reach 25 Str with a Tae'dae?
I had a TF, Flex and that Demipower that adds another Str point and was at 23. With Bear, I'd be at 24, but that's it. Unless they changed the Weights system or something?
I had a TF, Flex and that Demipower that adds another Str point and was at 23. With Bear, I'd be at 24, but that's it. Unless they changed the Weights system or something?
Raeri2010-12-07 11:34:58
You can Geburah or size change for a few weight points if you're short.
Malarious2010-12-07 17:15:34
Updated for tae'dae, furrikin, and removed Dracnari. Whats the current standing faeling idea or is there no belief that further changes are needed? Also Raeri I assume they are going to re-evaluate stats a little to try to make them more on par so that tae'dae may actually hit comparably to a faeling.
I would also like to request people try to narrow down the list of possible changes for Merian, decide the request for Taurian, and feedback on kephera would be nice.
Merian
(Catarins)
Possible Flavor Abilities (for funsies):
Inherent ability to reach the Water Plane
Influencing bonus (maybe just for empowering to reflect some kind of inherent imperialness lighty personality)
Not affected by water currents
Adjustments: (Not intended all at once I do not believe)
o Level 2 Eq recovery instead of 1
o Level 1 fire weakness instead of 2
o +1 Con for Seasinger & Imperial
o +1 Dex for Seasinger & Lord
o +1 Cha for Seasinger
(Malarious)
Merian seasinger is not that bad statistically, the main issue is con for the fishies.
o +1 constitution to all specs
o -1 con gained by warriors (+4 instead of +5)
o No comment on influence request.
Taurian
(Malarious)
o +1 dex and/or
o Add +1/2 dex to enrage
o Possible racial skill: Tackle or Barge, whichever seems more fitting
o Changing the dex issue would probably help a fair bit. They would be a fairly mundane but not overly penalized race that way.
Tae'Dae
(Raeri)
o Lower speed penalties to not be crippling (lvl 2/2?)
o Add level 1 sipping bonus
o Add level 2 magic resistance
Igasho
(Malarious)
o Lower balance penalty by 1.?
Orclach
They have kept their resists but are still a pretty bad race.
(Akui)
o +2 con
o +2 dex
Trill
(Alianna)
Buffs:
o CON: 11 -> 12
o Flying Regeneration: Change to Cloud Regeneration.
o Utility-related, potentially reduce the balance loss on their innate flight and/or grant a resistance to winds.
o Storm Trill: +2CON, -1 INT, +5 SIZE (Total of +3, -3, +5 leaving 14CON and 11INT total when including innate CON buff)
Nerfs:
o Electric resistance: 2 -> 1
o Cold resistance: 3 -> 2
Lucidian
(Alianna)
Buffs:
o Prismatic Lucidian CON: -1 -> 0
o Adamantine Lucidian: +2 DEX, +1 CHA, +3 SIZE (for a total of +4, 0, +3)
Nerfs:
o Magic Resistance: 2 -> 1
o Psychic Resistance: 3 -> 1
(Optional) o Prismatic Lucidian INT: +2 -> +1
Viscanti
Buffs:
o Sip malus: 2 -> 1
o Viscanti +2 base dex
o Irontongue Viscanti: +1 int, +1 cha, +1 dex (for a total of +3, +3, +1).
Nerfs:
o Magic resistance: 2 -> 1
o Blunt resistance: 2 -> 1
o Cutting resistance: 2 -> 1
As far as I know the above is still hoped for.
Kephera
o Lower resistances?
I dont know what the goal here is, but I remember they were an issue before the nerfs to resists.
Furrikin
(Furrikin everywhere)
o Increase equilibrium recovery to level 2 again.
I would also like to request people try to narrow down the list of possible changes for Merian, decide the request for Taurian, and feedback on kephera would be nice.
Merian
(Catarins)
Possible Flavor Abilities (for funsies):
Inherent ability to reach the Water Plane
Influencing bonus (maybe just for empowering to reflect some kind of inherent imperialness lighty personality)
Not affected by water currents
Adjustments: (Not intended all at once I do not believe)
o Level 2 Eq recovery instead of 1
o Level 1 fire weakness instead of 2
o +1 Con for Seasinger & Imperial
o +1 Dex for Seasinger & Lord
o +1 Cha for Seasinger
(Malarious)
Merian seasinger is not that bad statistically, the main issue is con for the fishies.
o +1 constitution to all specs
o -1 con gained by warriors (+4 instead of +5)
o No comment on influence request.
Taurian
(Malarious)
o +1 dex and/or
o Add +1/2 dex to enrage
o Possible racial skill: Tackle or Barge, whichever seems more fitting
o Changing the dex issue would probably help a fair bit. They would be a fairly mundane but not overly penalized race that way.
Tae'Dae
(Raeri)
o Lower speed penalties to not be crippling (lvl 2/2?)
o Add level 1 sipping bonus
o Add level 2 magic resistance
Igasho
(Malarious)
o Lower balance penalty by 1.?
Orclach
They have kept their resists but are still a pretty bad race.
(Akui)
o +2 con
o +2 dex
Trill
(Alianna)
Buffs:
o CON: 11 -> 12
o Flying Regeneration: Change to Cloud Regeneration.
o Utility-related, potentially reduce the balance loss on their innate flight and/or grant a resistance to winds.
o Storm Trill: +2CON, -1 INT, +5 SIZE (Total of +3, -3, +5 leaving 14CON and 11INT total when including innate CON buff)
Nerfs:
o Electric resistance: 2 -> 1
o Cold resistance: 3 -> 2
Lucidian
(Alianna)
Buffs:
o Prismatic Lucidian CON: -1 -> 0
o Adamantine Lucidian: +2 DEX, +1 CHA, +3 SIZE (for a total of +4, 0, +3)
Nerfs:
o Magic Resistance: 2 -> 1
o Psychic Resistance: 3 -> 1
(Optional) o Prismatic Lucidian INT: +2 -> +1
Viscanti
Buffs:
o Sip malus: 2 -> 1
o Viscanti +2 base dex
o Irontongue Viscanti: +1 int, +1 cha, +1 dex (for a total of +3, +3, +1).
Nerfs:
o Magic resistance: 2 -> 1
o Blunt resistance: 2 -> 1
o Cutting resistance: 2 -> 1
As far as I know the above is still hoped for.
Kephera
o Lower resistances?
I dont know what the goal here is, but I remember they were an issue before the nerfs to resists.
Furrikin
(Furrikin everywhere)
o Increase equilibrium recovery to level 2 again.
Unknown2010-12-07 19:58:42
Regarding Merians:
-Boost EQ bonus to level 2
-Drop both maluses down to level 1
-Add +CON to imperial and Seasinger
-Add +DEX to lord OR make the EQ bonus become a balance bonus for this spec.
Remember that imperial/seasinger are the squishiest spec races in the game, bar none. 10 CON, two elemental maluses. They need to be either balanced for this accordingly (and knights should get something for their maluses as well, one way or another), or have the weaknesses removed. I feel the above strikes a fair middle ground.
Regarding Taurians:
-Add +DEX
-Have engrage add +STR/+DEX unweighted.
These guys seem pretty easy. Fix the dex, make enrage a little more useful, and they'll be solid for the first time since I started playing! PS- give them a weapon specialization for 2-handed hammers. P.P.S. - make knight spec for two handed hammers. It would be so cool!
Regarding Orclach:
-Add +Dex
-Add +1 INT and or +1 CHA
If these guys are keeping their resists, they only need a little tweaking. The dex particularly- we added one point with a previous race change, just throw in another point or two.
-Boost EQ bonus to level 2
-Drop both maluses down to level 1
-Add +CON to imperial and Seasinger
-Add +DEX to lord OR make the EQ bonus become a balance bonus for this spec.
Remember that imperial/seasinger are the squishiest spec races in the game, bar none. 10 CON, two elemental maluses. They need to be either balanced for this accordingly (and knights should get something for their maluses as well, one way or another), or have the weaknesses removed. I feel the above strikes a fair middle ground.
Regarding Taurians:
-Add +DEX
-Have engrage add +STR/+DEX unweighted.
These guys seem pretty easy. Fix the dex, make enrage a little more useful, and they'll be solid for the first time since I started playing! PS- give them a weapon specialization for 2-handed hammers. P.P.S. - make knight spec for two handed hammers. It would be so cool!
Regarding Orclach:
-Add +Dex
-Add +1 INT and or +1 CHA
If these guys are keeping their resists, they only need a little tweaking. The dex particularly- we added one point with a previous race change, just throw in another point or two.
Furien2010-12-07 20:20:33
I don't think we should raise the merian equilibrium bonus any higher. As it stands, on their own, merians are similar to mugwumps: they just trade additional INT/CHA for DEX/EQ, respectively.
With mugwumps gaining their old advantages back with the equilibrium rescaling, the proposed reduction to merian's penalties and the improvement of their eq will start having the unspecced versions seriously compete with mugwumps in general. Specced versions will likely just be better overall.
With mugwumps gaining their old advantages back with the equilibrium rescaling, the proposed reduction to merian's penalties and the improvement of their eq will start having the unspecced versions seriously compete with mugwumps in general. Specced versions will likely just be better overall.
Unknown2010-12-07 20:24:39
QUOTE (Furien @ Dec 7 2010, 03:20 PM) <{POST_SNAPBACK}>
I don't think we should raise the merian equilibrium bonus any higher. As it stands, on their own, merians are similar to mugwumps: they just trade additional INT/CHA for DEX/EQ, respectively.
With mugwumps gaining their old advantages back with the equilibrium rescaling, the proposed reduction to merian's penalties and the improvement of their eq will start having the unspecced versions seriously compete with mugwumps in general. Specced versions will likely just be better overall.
With mugwumps gaining their old advantages back with the equilibrium rescaling, the proposed reduction to merian's penalties and the improvement of their eq will start having the unspecced versions seriously compete with mugwumps in general. Specced versions will likely just be better overall.
If that is found to be the case, then we definitely need the statistical improvement aspect to go through. 10 CON, elec/fire maluses, and nothing offsetting it just isn't going to work. And I would like to see the EQ bonus become a balance bonus for the knight spec- but barring that, a little more dex would be nice. They should gain tangible benefit for lugging around those maluses.