Post
by Cherek » 09 Jan 2023 14:18
TripleM/Dan/Nils/Etc: Since I started mentioning in public that I wanted to change race balance, I have probably been sent at least 50, probably more, different solutions by players. I saved all the ones I thought was interesting in a file, and as I said in my original post (that I later locked), I went through all ideas that had been sent by mortals wizards, and of course my own ideas. I discussed some of the ones I liked best with Arman, and then we narrowed things down further. We have discussed many of them in detail and I eventually decided on four main ideas. Nils idea was not one of them.
I am not saying it's necessarily a bad idea, but there are MANY different ways we could do this, but we have to make a selection at some point. We can't say yes to every idea every player proposes. As I said before, Nils and I have discussed his dwarf counter idea before, but we decided to go in another direction. Simple as that. That said, Nils has fleshed out/adjusted his idea a bit, and since he always is very honest with me, I'll be honest too. I don't think it's a very good idea this time either. The core issues remain, and it just became more complicted. Here are some issues:
- Countering goblins with an equally strong dwarf fighter will just give us two races that are "overpowered". Sure, it'll be better balance between good and evil characters, but it means that if you want to play a fighter you are still "locked" to two races, which is exactly what we are trying to change. Yes, I get there will be "physical elves" and "physical humans", but if I understand Nils idea right, the goblins and dwarves should remains superior fighters, and then what's the point of the physical elves and humans, if they are still worse? Same with gnomes and hobbits.
- Giving humans and elves different "classes" creates a completely new system for Genesis. It's a bit unclear exactly how this will work from Nils idea, but I assume you get to select from three different elves and human classes when creating a character / at death? Basically this creates three additional races that need to be balanced with different modifiers, making it even harder to balance all 10(!) races against each other. I also find it rather confusing if two of our races come with three different classes, but the others four races does not. I think it's a confusing and very unclear game design. I'd understand if it all races had classes, and we had a class system (an idea that has also been discussed in detail), but adding classes to just two races feels odd to me.
- Nils solution for hobbits is to just leave them as they are. The argument as I understand it is that because Kvator happens to be on the top 10 list, which is some sort of proof that hobbits do not need to be changed? This isn't true at all. Hobbits are weak fighters and weak casters because their high dex does not make up for their drawbacks at all. Just because Kvator likes playing a kender and is good at grinding doesn't mean hobbits are a good race. Cassius could play a gnome gladiator and still be top 5. Is that proof that gnomes are good fighters?
The Secrety Society guild has enjoyed a boost after the white hits change, as their weak special is less of a drawback, which was exactly what we hoped for with that change. Weaker non-DPS guilds getting a boost. TBut the main boost is because evade became (too) important, which brought the guild from being a very weak guild to a pretty good tank guild. Not sure how it is now after the recent changes. However, Kvator the goblin FK probably would be bigger and higher on the top list had he not loved being a kender so much that he is accepting the drawbacks of the race, and many many years of playing in a very weak guild as well. Some people do decide to play a race/guild despite it being a weaker option, but I would like all races to be roughly equally strong options so more people feel they can play the race they want. Leaving hobbits as they are does not fix this, and nor does creating another hobbit occupational guild, which is a massive undertaking of it's own, and not really a realistic idea to suggest as a solution to race stat balance issues I think.
- Nils solution for gnomes is to make them become the best mentals race. Okay, sure. We can do that. However, the goal we have with races is to _not_ create caster/fighter races, and instead make all races possible choices regardless if you want to play a caster or fighter. We can of course argue about if this is a good idea or not, but that is the goal we have set, so therefore this solution for gnomes does not align with our goals. Also, in today's genesis, I really doubt that a race with very weak physicals and high mentals actually is a good choice for a caster? You need more than high mentals to be a successful caster, unless you always have a tank in front of you (which is pretty unrealistic for most). So, creating a mentals-only race does't feel like it'll really work or be a very appealing choice. I mean gnomes are that today, but I am not sure we have _any_ gnomes in EC or MM (the only caster guilds who allow gnomes I think?).
There, now I have given a very detailed answer to why I do not think this idea will work. That said, there are some interesting stuff in there, but overall I think there are just too many moving parts and too many things that I don't think will work. I know I sound a bit dismissive, but like I said, Nils has been trying to convince me of his race balance idea many times before, and I have explained why I don't like it before. Nils decided to post it here, and now I have given a reply in public as well. I do welcome people presenting their ideas, but we can't make every idea that is presented to us, and it's a no for this idea.