Oh...right. I actually had cold reisist written down for dracnari, but caught it and changed it just before posting...and you're right, it is a bit odd. So I've changed fink cold resistance to the same name as merians (scaled) and yeah...hmm....fire resistance...
-Expecting players to last Let's say you're a newbie, and not just Shaddus pretending to be one. You pick Mag as your org, because you like Darkness. You pick Cacophony as your guild because you like Dethklok and Cacophony are clearly the most metal of all bards. You pick Illithoid as a race because you played D&D a couple of times and think mind flayers are really cool.
Whoa, whoa. I resent that remark.
I'm not pretending, I'm totally a newb.
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
Interesting that they called the kephera demiperk 'Chitinous Hide', not carapace or exoskeleton. So, how about "Tough Hide" for the races with 1/4 citting & blunt resist?
If it doesn't complicate coding too much I'd like to see humans keep the 'adaptable survivability' and 'evolution' traits by having their bonuses become dependant on the guild. An excellent way of doing this (Keeping experience bonus of course) would be to give, say, a Geomancer human a buff to excorable energy? Or whatever type is used most. Cold for Aquamancers, for example.
Additionally if we're getting rid of stats, may I suggest this be implemented then? Or something similar.
The idea of humans is that they're without any real specialisation (the only reason the healer variable was put in is because their tier is made irrelevant by abilities within the healing skillset) That they can slot into any given scenario with their "one size fits all" perk list, and that they don't change to their environment, because they are naturally versatile with what they do.
The organisation races have dedicated damage boosts according to guild skills selected, you'll note that there's one race per org, much like there is currently. We're not going to give that to a race that already has unique perks of its own at that tier as well.
As for the old list of racial skills, some of those were inspiration for the current perk system, you'll notice they exist within it or varations of it do.
16/24 races are done. Technically two others are as well, but a couple of details need finalising first. The remainder are just waiting for their tier 4/5 perks to be coded in.
Obviously outside of coding, new abilities need first/second/third person action lines and the HELP files will also need to be rewritten. I'd very much like to give a date, but in truth that is up to how fast Roark is able to code (and he's doing a spectacular job!) and when Estarra wants to roll it out. So I'll decline to giving you an answer there, but as you can see above, a lot of it has been done.
The idea of humans is that they're without any real specialisation (the only reason the healer variable was put in is because their tier is made irrelevant by abilities within the healing skillset) That they can slot into any given scenario with their "one size fits all" perk list, and that they don't change to their environment, because they are naturally versatile with what they do.
The organisation races have dedicated damage boosts according to guild skills selected, you'll note that there's one race per org, much like there is currently. We're not going to give that to a race that already has unique perks of its own at that tier as well.
As for the old list of racial skills, some of those were inspiration for the current perk system, you'll notice they exist within it or varations of it do.
I pointed this out much earlier in the design process, and wasn't going to mention it again until you specifically said "humans don't change to their environment." The level 25 human perk, unless it has changed since the google doc was last updated, stands in contradiction to your statement. Perhaps I don't fully understand, but it seems to be useful in only very limited situations, and it doesn't strike me as being comparable to other level 25 perks.
That's correct. Humans in a commune aren't suddenly going to gain natural bonuses for being in woodland areas, or natural areas.
Humans in Gaudiguch aren't going to gain bonuses for walking through burning terrain, or humans in Celest going to suddenly benefit when in water.
A human's natural habitat is the home which they've built themselves. Constructed locations of streets, roadways and buildings. They don't change from that.
The point is that humans are humans, no matter where you find them.
Thanks very much for the response. I guess I thought that in the same vein as the "jack of all trades" theme, it would make more sense to just give them a bonus regardless of their area, rather than in a very specific area.
I suppose part of my discontentment with the human perks has less to do with the nuts and bolts of it all and more with the fact that the human lore hasn't been well resolved in Lusternia. When you say "a human's natural habitat is the home which they've built themselves," that sounds fine, but I don't know it to be true. This obviously isn't the thread to discuss those things, but if anyone has suggestions on where I might find more information about Lusternian human lore, please feel free to send me a direct message. Perhaps it's out there and I've just missed it. Thanks!
Actually your original question was valid. We will address herefete and platters when we address domoth blessings and karma blessings.
Unsure what you mean by resistance notation though.
Do we have any information on how abilities that were previously impacted by stats will be re-tuned with the impending removal of stats? For instance, is there a systematic way that you will be determining how much baseline damage a skill should do when in the past its damage was tied to dexterity or intellect?
There's no planned retune, they'll launch as if being used stats that have no positive or negative modifier, using their base damage and other calculations such as damage bonuses.
As put a few pages back, abilities that are heavily affected by this can be tuned to have their base damage altered. While to some degree this is going to affect some abilities with an intended effect of them being weaker, guilds that rely on damage as their primary kill method can resolved it during the envoy system should it become non-viable.
The current series of reports are all focused on changes during the overhaul, and many abilities will be affected by the racial overhaul. Abilities may be tuned around current racial vulnerabilities, stat multipliers, or that new racial traits affect how certain skills work.
As for determining damage, I suggest hitting someone post overhaul with no damage bonus or resistance modifiers.
Edit: For the record, 12 in any stat is the current unmodified (positive or negative) level.
Um, the race changes aren't in yet, right? You should still be hitting based on your race stats.
They just released the bonus/reistance/regen changes, which make stats obsolete, unless I'm confused about something.... My damage definitely changed for the worse.
Hi. I'm interested in knowing how a bard's damage(minorsecond) will work out now. Will instrument mastery improve damage and eq recovery like it does currently?
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Hi. I'm interested in knowing how a bard's damage(minorsecond) will work out now. Will instrument mastery improve damage and eq recovery like it does currently?
Don't see why that mechanic would change. Chances are the boost won't show up in bodyscan, but it will still be there and working.
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Cyndarinused Flamethrower! It was super effective.
When is this being implemented? I think a lot of people are sitting on their extra credits from retired arties and what not waiting for the racial stuff to switch over to make some final decisions.
When is this being implemented? I think a lot of people are sitting on their extra credits from retired arties and what not waiting for the racial stuff to switch over to make some final decisions.
Or maybe just me.
Bound Credits : 3053
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Comments
Maybe 'Perfect Skin' for viscanti....hehe.
The idea of humans is that they're without any real specialisation (the only reason the healer variable was put in is because their tier is made irrelevant by abilities within the healing skillset) That they can slot into any given scenario with their "one size fits all" perk list, and that they don't change to their environment, because they are naturally versatile with what they do.
The organisation races have dedicated damage boosts according to guild skills selected, you'll note that there's one race per org, much like there is currently. We're not going to give that to a race that already has unique perks of its own at that tier as well.
As for the old list of racial skills, some of those were inspiration for the current perk system, you'll notice they exist within it or varations of it do.
16/24 races are done. Technically two others are as well, but a couple of details need finalising first. The remainder are just waiting for their tier 4/5 perks to be coded in.
Obviously outside of coding, new abilities need first/second/third person action lines and the HELP files will also need to be rewritten. I'd very much like to give a date, but in truth that is up to how fast Roark is able to code (and he's doing a spectacular job!) and when Estarra wants to roll it out. So I'll decline to giving you an answer there, but as you can see above, a lot of it has been done.
Humans in Gaudiguch aren't going to gain bonuses for walking through burning terrain, or humans in Celest going to suddenly benefit when in water.
A human's natural habitat is the home which they've built themselves. Constructed locations of streets, roadways and buildings. They don't change from that.
The point is that humans are humans, no matter where you find them.
Means level two resistance out of a maximum of four.
Edit: For the record, 12 in any stat is the current unmodified (positive or negative) level.
Racial modifiers are not live.
Edit: This also affects PvE damage, yes.
Well it depends on various factors, what your divinus bonus is, what your target's resistance level is.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Bound Credits : 3053
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.