Yes, damn those Elemental Clerics!Fairlight wrote: ↑19 Dec 2020 16:14Yes, and when the advantages out-weigh the disadvantages then people are happy to have an extra percent or two slapped onto their guild-stat. Tax me an extra percent or two for not getting fatigued, no need for food, can't be blinded, can't be poisoned, see invisible, casting in darkness, etc etc. Where do I sign up ? Oh, I already know...The perks and disadvantages of undeath are taken into account in tax and combat aid caps for undead guilds. Just like the advantages and disadvantages of ogres are.
Racial Rebalancing News?
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- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Re: Racial Rebalancing News?
Re: Racial Rebalancing News?
Nice try of misdirection.
Re: Racial Rebalancing News?
Could you save this for the flames? It's not at all productive for the topic, not even by a long shot. Thanks
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Re: Racial Rebalancing News?
I think this topic has served its purpose and is devolving into personal comments and being derailed again. I guess it's time for @Cherek to close it down.
Time is precious. Waste it wisely.
Re: Racial Rebalancing News?
What a load of horse manure.
The problem isn't derailing, at least if you're also able to stear back onto the tracks, so here goes (again):
There is no problem with races, save one - the dwarf. The goodies really do lack a goblin equivalent, and the solution to this is to just remove the penalty to dexterity that it suffers so insanely from. Problem solved.
The hobbit has extremely high dex, and as low strength as a goblin has int and dis. Hobbit wouldn't be your first choice if you're making a warrior in any other game, why would it in gene? The problem isn't the hobbit as a race, it's the lack of suitable guilds. And no, Kvator, I'm not suggesting there should be a hobbit/kender-alternative that makes hobbit do damage and tank like a goblin. It's about carving out a niche, not making everything equal.
The gnome is also an unpopular race, but their extremely high intelligence just may give them the edge they need as soon as Arman's completed his magic recode. And like the hobbit, nobody picks a gnome to go the warrior-path anyway.
As for the elf.. Well, it's pretty damn epic as a caster and pretty wimpy in regular combat.
Now, what we also need is to make humans more edible. I've suggested a mage-human and a warrior-human at character creation. Their stat-distro would look something like this:
Mage-human: 80 80 80 120 120 120
Warrior-human: 120 120 120 80 80 80
TL:DR
Remove the dexterity-penalty on the dwarf (equal a human)
Make a (working) rogue-type guild for the hobbit/kender
Wait for Arman to fix the magic system for the gnome and elf
Make humans great again!
The problem isn't derailing, at least if you're also able to stear back onto the tracks, so here goes (again):
There is no problem with races, save one - the dwarf. The goodies really do lack a goblin equivalent, and the solution to this is to just remove the penalty to dexterity that it suffers so insanely from. Problem solved.
The hobbit has extremely high dex, and as low strength as a goblin has int and dis. Hobbit wouldn't be your first choice if you're making a warrior in any other game, why would it in gene? The problem isn't the hobbit as a race, it's the lack of suitable guilds. And no, Kvator, I'm not suggesting there should be a hobbit/kender-alternative that makes hobbit do damage and tank like a goblin. It's about carving out a niche, not making everything equal.
The gnome is also an unpopular race, but their extremely high intelligence just may give them the edge they need as soon as Arman's completed his magic recode. And like the hobbit, nobody picks a gnome to go the warrior-path anyway.
As for the elf.. Well, it's pretty damn epic as a caster and pretty wimpy in regular combat.
Now, what we also need is to make humans more edible. I've suggested a mage-human and a warrior-human at character creation. Their stat-distro would look something like this:
Mage-human: 80 80 80 120 120 120
Warrior-human: 120 120 120 80 80 80
TL:DR
Remove the dexterity-penalty on the dwarf (equal a human)
Make a (working) rogue-type guild for the hobbit/kender
Wait for Arman to fix the magic system for the gnome and elf
Make humans great again!
Nil Mortifi Sine Lucre
Re: Racial Rebalancing News?
I agree with pretty much the whole thing, except humans. Until the magic recode they're king, as they have no drawbacks. You can have a human be good at anything, but I can only recall one goblin mage and a couple gnome/Kender warriors. If you're going to edit racials, take away the drawbacks and add very minor increases to choice stats, or a free secondary focus.
Re: Racial Rebalancing News?
The "original" 100 100 100 100 100 100-human would ofcourse still be an option.
Nil Mortifi Sine Lucre
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