Fluffy is an elder. The thing about haste is it gives you the round advantage, so it's HUGE in 1v1. It's not an overall massive dps increase but always getting the 4 hits in first is big.
I think there's not a lot of higher lvl druids because frankly they don't come into their own until higher levels. Bonuses ramp up so they are rather underwhelming for a while imo. Not really saying that's awful but if I had to guess that's what it is.
That seems fair for gnomes, the extra stat point(s). I argue against the extra int but they should be able to max our their important casting stats for sure.
Re: bonus xp. It's not great but it's something that popped into my head. Flat 20s is just boring statwise, it's not that they necessarily underperform but there are more interesting options out there.
New ideas for alterations of races and classes
Re: New ideas for alterations of races and classes
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Re: New ideas for alterations of races and classes
Folder wrote:Fluffy is an elder. The thing about haste is it gives you the round advantage, so it's HUGE in 1v1. It's not an overall massive dps increase but always getting the 4 hits in first is big.
I think there's not a lot of higher lvl druids because frankly they don't come into their own until higher levels. Bonuses ramp up so they are rather underwhelming for a while imo. Not really saying that's awful but if I had to guess that's what it is.
That seems fair for gnomes, the extra stat point(s). I argue against the extra int but they should be able to max our their important casting stats for sure.
Re: bonus xp. It's not great but it's something that popped into my head. Flat 20s is just boring statwise, it's not that they necessarily underperform but there are more interesting options out there.
Yeah for sure. I will look at the druids balancing though. Maybe the base start should be higher, obviously ending at the same stats so they are more useful, dunno. Or maybe they should simply always have max'd stats?
Re: New ideas for alterations of races and classes
I kinda like the idea of scaling, but at the same time it's a slow ramp up so they just aren't great for a while. Maxing their stats at lvl10 or whatever they would probably be super strong then, but ehhhh...I guess that's not so terrible.
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Re: New ideas for alterations of races and classes
I just realized I really borked up rangers. I think they're damage with a bow is near zerkers. I based it off the sword and not the bow. I think it's because however cause you don't see 22 str rangers. But they are kind of badass. That's not good at all.
I think I am going to revise how bows work too. The huge shift in MIN/MAX is simply making bows way to out of wack and its too tough to balance.
The ramp up could just be less then rather then how it scales now. Maybe half the ramp up instead.
I think I am going to revise how bows work too. The huge shift in MIN/MAX is simply making bows way to out of wack and its too tough to balance.
The ramp up could just be less then rather then how it scales now. Maybe half the ramp up instead.
Re: New ideas for alterations of races and classes
Yea I think giving humans / half a +1 for only 3 sounds pretty cool or you could just give them a few more totally points then not have to code something special.
As for gnomes yes I do believe you have to make a choice on int or wis but giving them a 10% mana pool increase is like going from 650 to 715 does it really matter at that point?
As for guards yes I feel like they need to take more damage while protecting if your going to totally protect something from any damage you should take a ton more damage in my eyes only 5% less agi and 10% less mr seems extremely minor and I have a high level paladin soon to be guardian so I'm not trying to screw anyone it's just a few powerful skill you negate another characters defense and add your top defense in the game.
As for gnomes yes I do believe you have to make a choice on int or wis but giving them a 10% mana pool increase is like going from 650 to 715 does it really matter at that point?
As for guards yes I feel like they need to take more damage while protecting if your going to totally protect something from any damage you should take a ton more damage in my eyes only 5% less agi and 10% less mr seems extremely minor and I have a high level paladin soon to be guardian so I'm not trying to screw anyone it's just a few powerful skill you negate another characters defense and add your top defense in the game.
Re: New ideas for alterations of races and classes
Oh nevermind about rangers, I had wrong values for zee sword. 8))
Yeah it woudl have to be I think +1 for 3 points or +1 for 2 points. I'm not sure yet on that.
Yeah it woudl have to be I think +1 for 3 points or +1 for 2 points. I'm not sure yet on that.
Re: New ideas for alterations of races and classes
Lateralus wrote:Yea I think giving humans / half a +1 for only 3 sounds pretty cool or you could just give them a few more totally points then not have to code something special.
As for gnomes yes I do believe you have to make a choice on int or wis but giving them a 10% mana pool increase is like going from 650 to 715 does it really matter at that point?
As for guards yes I feel like they need to take more damage while protecting if your going to totally protect something from any damage you should take a ton more damage in my eyes only 5% less agi and 10% less mr seems extremely minor and I have a high level paladin soon to be guardian so I'm not trying to screw anyone it's just a few powerful skill you negate another characters defense and add your top defense in the game.
I agree that the MP increase on gnomes is negligible, I think the extra stat(s) are the most important bit.
The problem with guards being too gimped is it becomes pointless to guard if you can instead heal the target of attacks. Frankly a guardian is almost useless compared to a cav. Cavs get more hp, more damage, taunt that effects the entire group, they don't need INT so they have more well rounded stats, and they have the same defense as a paladin. Now they can't heal, but that doesn't matter because again taunt covers their entire party. Talking PVE here, obviously. PVP taunt isn't going to make people attack you but it's still damage reduction if they are.
I promise I'm all for balance, truly, but I think we are risking pushing guards into being useless for the one thing they do. I believe it's 5% less DODGE and not 5% less AGI, is that right? That's ~2 agi now, ~4 agi if we double it. So yea a halfling would dodge like an orc, while having 825 hp. That's no bueno.
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Re: New ideas for alterations of races and classes
Still not home but heading there soon. That is my thoughts on Cav/Guards already Folder. It feels like both classes kind of get half of the tank abilities each XD. I do think that Protecting/Guarding should cost a stamina for the round though, Taunt does I think right? Its interesting what it would do to the play style of Guards. That way they could choose to unprotect(Which should be free, unmorphing is right?) but then use an action to reguard. I think it might cause Guards to not use all of their attacks though in case they need to slam that protect on somebody or choose to heal fast which is good stategy itself. 
For druid scaling is there anyways that you could give them stats that scale up to like 18-20? Animorph is a very low level spell afterall. If you did that it might ease up the leveling curve since they are pretty brutal at early levels. Like giving them stats at a rapid rate but slow them down as you get around 20, then give them the last of their armor or last point of agi at 25? The strength isn't as much of a problem as the defense stats right?

For druid scaling is there anyways that you could give them stats that scale up to like 18-20? Animorph is a very low level spell afterall. If you did that it might ease up the leveling curve since they are pretty brutal at early levels. Like giving them stats at a rapid rate but slow them down as you get around 20, then give them the last of their armor or last point of agi at 25? The strength isn't as much of a problem as the defense stats right?
Re: New ideas for alterations of races and classes
Folder wrote:Lateralus wrote:Yea I think giving humans / half a +1 for only 3 sounds pretty cool or you could just give them a few more totally points then not have to code something special.
As for gnomes yes I do believe you have to make a choice on int or wis but giving them a 10% mana pool increase is like going from 650 to 715 does it really matter at that point?
As for guards yes I feel like they need to take more damage while protecting if your going to totally protect something from any damage you should take a ton more damage in my eyes only 5% less agi and 10% less mr seems extremely minor and I have a high level paladin soon to be guardian so I'm not trying to screw anyone it's just a few powerful skill you negate another characters defense and add your top defense in the game.
I agree that the MP increase on gnomes is negligible, I think the extra stat(s) are the most important bit.
The problem with guards being too gimped is it becomes pointless to guard if you can instead heal the target of attacks. Frankly a guardian is almost useless compared to a cav. Cavs get more hp, more damage, taunt that effects the entire group, they don't need INT so they have more well rounded stats, and they have the same defense as a paladin. Now they can't heal, but that doesn't matter because again taunt covers their entire party. Talking PVE here, obviously. PVP taunt isn't going to make people attack you but it's still damage reduction if they are.
I promise I'm all for balance, truly, but I think we are risking pushing guards into being useless for the one thing they do. I believe it's 5% less DODGE and not 5% less AGI, is that right? That's ~2 agi now, ~4 agi if we double it. So yea a halfling would dodge like an orc, while having 825 hp. That's no bueno.
It's on the AGI not dodge. All effects are on AGI itself.
I would assume the issue on druids is damage at low levels not armor.
Also cavs are beasts on their own, giving them heal is just derp.
Re: New ideas for alterations of races and classes
NiteHawk:I dont suppose you could make a new locked thread (that you can update as changes are made - delegate if possible) with what the ideas you have decided to go with. I log on, check the forums and find 3 pages of reading!
This thread could be used to discuss the proposed changes (did someone propose this before? Honestly cant remember).
This thread could be used to discuss the proposed changes (did someone propose this before? Honestly cant remember).
Last edited by daedroth on Sun Dec 11, 2016 2:58 am, edited 1 time in total.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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