Tae'dae went from an interesting race to a boring race. I'm trying to understand what the rational behind it was. Igasho Mage doesn't explain it.
And there's a difference between being "dominant" in certain roles, and just being better than average. Tae'dae went from having the highest resistance buffs, to being worse than orclach, Wyrden/widlewood, Taurian, Krokani, and Viscanti.
Why is the tae'dae influencing ability tied to a specific guild, while the Furrikin influencing ability is not? I'm not understanding the rational here at all.
I see that Tae'dae are now a new version of Dwarf, and Loboshigaru now better represents what a Tae'dae currently is.
Why is the tae'dae influencing ability tied to a specific guild, while the Furrikin influencing ability is not?
Furrikin don't get a bonus to a weapon specialisation. Originally Tae'dae didn't have any perks to influencing, but were given it to bards the same way Dwarves are, as a shout out to their current version.
They've also stopped being slower in balance and eq than other races, have lost their magic and fire vulnerabilities. Not sure how you consider them to be less worse than races with less resistances available to them though. Not sure the new version of BEARHUG is something you can consider boring, an asphyxiation attack with a physical internal affliction is far more interesting than it is now.
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Cyndarinused Flamethrower! It was super effective.
Losing the eq/speed malus actually make tae'dae a lot more playable now.
In terms of spec race bonuses, I think it'd be ok to give the damage bonus to the skillset instead of a damage type. That's what it generally worked out to be before (extra Int giving more damage, etc). This avoids the problem of split damage types bonuses.
edit: And spec warriors can get the bonus to Knighthood if they have the appropriate tertiary.
Tae'dae have the second highest charisma score in the game. This means they have a quick influencing ability compared to most other races. So they most definitely do get a nice perk to influencing.
What annoys me is that if I want a bonus to pk abilities, and influencing abilities, Tae'dae is no longer an option, unless I switch to being a bard. Instead, I'd have to choose Loboshigaru.
Bearhug right now is a cute roleplaying device. I guess it would depend to see what the balance time, and actual amount of damage done with bearhug is, to know if its great ability or not. But perhaps you've given me enough insight to propose suggestions..
Not having a bonus to certain attacks doesn't make you a poor influencer. Stats are gone, most races will influence at the same speed, Trill and Faeling are notorious influencers and debaters at this moment, and now they'll be brought down to an equal level.
But you will be restricted to damage types your guild has access to, and whatever the respective base damage amount is meant to be. Whips will still have their place.
@Daganev: Honestly, I don't think you can quite compare it that easily.
Quite a few races are going to change significantly (my lovely dwarves getting quite the nerfstick too; but on the other hand, maybe I'll see some dwarf monks now). Take a look at faelings for example: no lvl 3 bal recovery, no lvl 3 elixir heal, no faster herb balance. duh.
I can't really say how all of this will turn out but I still like the idea of divorcing stats from races.
@Daganev: Honestly, I don't think you can quite compare it that easily.
Quite a few races are going to change significantly (my lovely dwarves getting quite the nerfstick too). Take a look at faelings for example: no lvl 3 bal recovery, no lvl 3 elixir heal, no faster herb balance. duh.
I can't really say how all of this will turn out but I still like the idea of divorcing stats from races.
I'm thinking of the races thematically, rather than the power of the actual abilities. Faelings, Mugwump lose their speed bonuses, though Aslarans retain it with a celerity buff.
If Tae'dae got 1/4 damage buff to everything, and all other races with damage resistance buffs, also got 1/4 it wouldn't bother me ,as much as the fact that now races that before had less damage resistance buffs to tae'dae,now can get up to 3/4 damage buffs.
Its the fact that the character concept, which is represented by the stats+abilities, no longer exists. I see the problem exists for many races, and not just Tae'dae. Tae'dae are just the race I've payed the most attention to. (Krokani lose their connection to illusion detection for example)
And now Tae'dae are associated with Bards, but were previously a very bad choice for bards.
On the other hand, races that before were not associated with superior influencing now are, (See Loboshigaru as an example)
Now, it seems to me that the rational was to balance certain abilities (1 damage type = 1/4 damage resistance buff, for example, and 1 level of regen = 2/4 damage resistance buff, etc.) but the races compared to each other thematically seems to have not been considered a factor.
I tried to add a note/idea, but I don't think it worked.
Some of these are snazzy and match what other IRE games would give, but a lot of these are a bit late ingame. Making races wait until level 50 for their weapon spec bonuses? Making Dwarves wait until demi for their alcohol bonus/buffs?
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.
How many of your alts are under 50 (that you actually played, and didn't just one/two-and-done)?
50 is pretty accessible, should be able to get there without much of a problem, especially these days.
Because looking at this, I see a large mount of people who are just going to human to 50, then reincarnate.
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.
Maybe each race can have a sort of skill tree where you can choose what traits you want your race to have?
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.
Because that would be even more fun to balance than adding another tier at 75.
Skill trees are great, I do love them, but it always comes down to the one optimal build, or, in this instance, perhaps one per class. Lot of work for not a lot of gain, imo.
Make the racials awesome, make them balanced, and be ready to adjust them when they go live and inevitably we break them.
Oh, by the by, the keph/illithoid kata weapon bonus. Likely going to still just be stats bump they are now? Or is something different being considered for them?
Note that unless it is a typo, regeneration 4/10 implies 10 levels of regeneration. So concerns about "capping at 3" are running into a problem. Either regen caps at 3, which doesn't line up with the proposal or people aren't bearing in mind it can get to 10. Not sure which, just throwing that out there after seeing peoples comments.
It was adjusted to reflect the updated system after discussions with Estarra.
Weapon stats are not finalised for the overhaul, they will be after the physical/combat overhaul.
Skill trees are a no, we don't want a system which leans to cookie cutter builds, and punishes those for picking the wrong perks. A major part of this is to reduce the negative effects of picking "sub optimal" races.
The only comment/question I would have would be wondering why all the existing inherent [flight] and lvl 50 [Illdrain, Dracnari Firebreath] have been shifted up so dramatically in level. I won't claim to have been paying attention to the Overhall closely, but why not just leave them where they were in the progression?
.oO---~---Oo.
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Flight is an early unlocked trait, after some discussion with the envoys it was deemed too good to be given as a freebie, instead it's a very early unlocked trait, by the time a player has access to it, they'll still be in Newton.
Active racial abilities and passive traits have been reworked to the demigod tier for consistency across the races, these are being adjusted to be of equal strength to each other. Furthermore Estarra hinted at a potential tier of perks for demigods via artifacts, should we go ahead with them, these will mostly be tied into the demigod perks.
Flight is an early unlocked trait, after some discussion with the envoys it was deemed too good to be given as a freebie, instead it's a very early unlocked trait, by the time a player has access to it, they'll still be in Newton.
Active racial abilities and passive traits have been reworked to the demigod tier for consistency across the races, these are being adjusted to be of equal strength to each other. Furthermore Estarra hinted at a potential tier of perks for demigods via artifacts, should we go ahead with them, these will mostly be tied into the demigod perks.
Some envoys said it should take a perk slot, some disagreed; I still disagree, by the way. It's so readily available via so many other skills / abilities (even beastmastery) and isn't like DMP where it keeps adding up, it is a True/False toggle, and there is no benefit to having additional methods of flight at all.
Nothing actually seems too egregriously out of line that isn't covered in the comments and suggestions (like regen and the sort), but I just want to pipe in here to agree with Celina's assessment on the damage buffs given to the race specialisations (and other level 50 slots).
One 2/10 buff is indeed far more useful than two 1/10 buffs because of the way damage typing works. One 2/10 buff is equivalent to a 6% increase in damage for a 100% damage typing attack, whereas two 1/10 buffs for a split-damage attack only gives a 3% increase in total (3% to half of the damage, and 3% to the other half). To maintain parity, the 2/10 buffs for single-damage type specialisations should be reduced to 1/10.
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And there's a difference between being "dominant" in certain roles, and just being better than average. Tae'dae went from having the highest resistance buffs, to being worse than orclach, Wyrden/widlewood, Taurian, Krokani, and Viscanti.
Why is the tae'dae influencing ability tied to a specific guild, while the Furrikin influencing ability is not?
I'm not understanding the rational here at all.
I see that Tae'dae are now a new version of Dwarf, and Loboshigaru now better represents what a Tae'dae currently is.
They've also stopped being slower in balance and eq than other races, have lost their magic and fire vulnerabilities. Not sure how you consider them to be less worse than races with less resistances available to them though. Not sure the new version of BEARHUG is something you can consider boring, an asphyxiation attack with a physical internal affliction is far more interesting than it is now.
edit: And spec warriors can get the bonus to Knighthood if they have the appropriate tertiary.
What annoys me is that if I want a bonus to pk abilities, and influencing abilities, Tae'dae is no longer an option, unless I switch to being a bard.
Instead, I'd have to choose Loboshigaru.
Bearhug right now is a cute roleplaying device. I guess it would depend to see what the balance time, and actual amount of damage done with bearhug is, to know if its great ability or not. But perhaps you've given me enough insight to propose suggestions..
Quite a few races are going to change significantly (my lovely dwarves getting quite the nerfstick too; but on the other hand, maybe I'll see some dwarf monks now). Take a look at faelings for example: no lvl 3 bal recovery, no lvl 3 elixir heal, no faster herb balance. duh.
I can't really say how all of this will turn out but I still like the idea of divorcing stats from races.
If Tae'dae got 1/4 damage buff to everything, and all other races with damage resistance buffs, also got 1/4 it wouldn't bother me ,as much as the fact that now races that before had less damage resistance buffs to tae'dae,now can get up to 3/4 damage buffs.
Its the fact that the character concept, which is represented by the stats+abilities, no longer exists. I see the problem exists for many races, and not just Tae'dae. Tae'dae are just the race I've payed the most attention to. (Krokani lose their connection to illusion detection for example)
And now Tae'dae are associated with Bards, but were previously a very bad choice for bards.
On the other hand, races that before were not associated with superior influencing now are, (See Loboshigaru as an example)
Now, it seems to me that the rational was to balance certain abilities (1 damage type = 1/4 damage resistance buff, for example, and 1 level of regen = 2/4 damage resistance buff, etc.) but the races compared to each other thematically seems to have not been considered a factor.
Some of these are snazzy and match what other IRE games would give, but a lot of these are a bit late ingame. Making races wait until level 50 for their weapon spec bonuses? Making Dwarves wait until demi for their alcohol bonus/buffs?
50 is pretty accessible, should be able to get there without much of a problem, especially these days.
Skill trees are great, I do love them, but it always comes down to the one optimal build, or, in this instance, perhaps one per class. Lot of work for not a lot of gain, imo.
Make the racials awesome, make them balanced, and be ready to adjust them when they go live and inevitably we break them.
Oh, by the by, the keph/illithoid kata weapon bonus. Likely going to still just be stats bump they are now? Or is something different being considered for them?
Weapon stats are not finalised for the overhaul, they will be after the physical/combat overhaul.
Skill trees are a no, we don't want a system which leans to cookie cutter builds, and punishes those for picking the wrong perks. A major part of this is to reduce the negative effects of picking "sub optimal" races.
NARF!
Active racial abilities and passive traits have been reworked to the demigod tier for consistency across the races, these are being adjusted to be of equal strength to each other. Furthermore Estarra hinted at a potential tier of perks for demigods via artifacts, should we go ahead with them, these will mostly be tied into the demigod perks.