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 Post subject: Request for comments: Racial changes {DRAFT} (Revision 4)
PostPosted: Wed Jan 19, 2005 11:23 pm 
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{ Revision 4: Note that this is a draft document, there will be some tweaks over time. }

Currently, a select few racial abilities empower a specific number of races, making race choice a min-maxing choice. Since a majority of your requests are about tweaking this, I will be changing this in the next few days.

I have classified racial powers into two catagories:
- Gimmics
- Powers

All characters (new and old, all races) will receive a starsign. Races will keep (and may get a few extra) gimmics, but powers will be moved to the starsigns. (Since the starsigns will change considerably, I will allow current humans to switch their starsigns -once-). This way people can almost sustain their current power level, while races can be primarily chosen for appeal instead of in-game effects.

There might be a slight nerf though, as certain starsigns have a penalty. Not sure yet how/if I will keep it this way.

What I want to know from you guys:
- Spot any mayor problems?
- Any tweaks you would suggest for numbers here and there?
- Are there any starsigns or races that you would consider too weak/and- or strong?

Races:

Dwarf ...... short, hardy and hairy; often cantankerous in personality.
STR +2 DEX +0 CON +2 INT +0 WIS +0 CHA -2 LCK +0
(Gimmic) Regeneration via alcohol.
(Gimmic) Infravision.
(Gimmic) Cannonball attack initiation.
Powers moved to starsign E

Gerp........ Dwarf-like beings of the stone, hard blue-purplish skin, can eat anything.
STR +1 DEX +0 CON +3 INT +0 WIS +0 CHA -2 LCK +0
(Gimmic) Unnatural appetite with absorbing properties.
(Gimmic) +60% slash Resistance
(Gimmic) +10% Blunt resistance

Gnome....... Demi-human creatures, well suited for magic and religion.
STR -2 DEX +0 CON +1 INT +0 WIS +2 CHA +0 LCK +0
(Gimmic) +1 to Enchantment complexity
(Gimmic) +5 magical resistance
(Gimmic) High Lore (Identify items on sight).
Powers moved to Starsign A (You get to -choose- your starsign, regardless of race. The noted starsign is there to allow you to keep at your old power level, but it isn't forced upon you.)

Halfling ... Short, quick and furry; mischevious and head-strong.
Ability Score Modifiers:
STR -2 DEX +3 CON +0 INT +0 WIS +0 CHA +0 LCK +2
(Hindrance) -1 to all magical complexities
(Gimmic) +2 bonus to saving throws.
(Gimmic) +2 bonus to lockpicking and trap disarming
(Gimmic) +1 bonus to ranged attacks.
Powers moved to Starsign J

Human ...... the generic race, with no inherent strengths or weaknesses.
(Gimmic) +2 max luck.
(Gimmic) Gain XP 25% faster.

Lizardman... given to tribal living, stronger in mind than in body.
(Gimmic) Innate aqua-breath.
(Gimmic) Balance drains 10% slower due to tail-stability
(Gimmic) Acid spit attack
(Gimmic) +10% innate Acid resistance

Pixie ...... a winged race, small of stature and with keen minds.
(Gimmic) Take the form of a humanoid child (Kinshape).
(Gimmic) Innate Fly.
(Gimmic) +2 to all magical complexities
Powers moved to Starsign B

Elf ........ tall, thin and swift like the wind; close to nature and earth.
(Gimmic) Innate detect magic.
(Gimmic) +1 to nature complexity
(Gimmic) Immune to the sleep spell.
Powers moved to Starsign C

Ogre ....... Tall, powerful and deadly in combat; the prototypical warrior.
(Gimmic) +1 to physical and body magic
(Gimmic) Carry capacity doubled
(Gimmic) Unaffected by alcohol.
(Gimmic) HP bonus (2 hp/level, up to 100 hp)
Powers moved to Starsign D

Orc ........ large, squat and smelly; make exceptionally deadly warriors.
(Hindrance) -1 to all magical complexities
(Gimmic) Take no extra damage for being in an aggressive or berserk combat style.
(Gimmic) Erupt in a feral rage when close to death.
(Gimmic) DamRed bonus (1 DamRed per 2 levels, up to 25 DamRed)

Phasian ..... Human-kin, immune to pillar sickness, blueish skin.
STR +0 DEX +0 CON +0 INT +0 WIS +0 CHA +0 LCK +0
(Gimmic) Immune to pillar sickness.
(Gimmic) Can runewalk travel with only a destination pillar.
(Gimmic) Lvl 10: +1 Floating sigil illusion above head (250 enchant space).
(Gimmic) Lvl 25: +1 Floating sigil illusion above head (250 enchant space).
(Gimmic) Lvl 50: +1 Floating sigil illusion above head (250 enchant space).

Troll ...... a constitution just short of god-like; a truly deadly race.
STR +4 DEX -2 CON +2 INT -2 WIS +0 CHA -3[/b][/color] LCK +0
(Hindrance) -1 to all magical complexities
(Gimmic) Regenerates lost hitpoints faster
(Gimmic) Slow wound regeneration
(Gimmic) Very slow limb regeneration
Powers moved to Starsign M: The Hospic

Hero Starsigns:

Starsign A: The Shield
(Power) magic resistance up to 45.
(Power) 20% stronger at magic.
(Weakness) Mobility and Attack Rating drop by 2.

Starsign B: The Furnace
(Power) 25% stronger at magic.
(Power) Wildsurge rate reduced by half
(Power) All spell fail rates reduced by half

Starsign C: The Unicorn
(Power) 10% stronger at magic, 20% stronger at nature magic.
(Power) Only spend half mana per spell.

Starsign D: The Fist
(Power) 10% stronger at physical and body magic.
(Power) +10% spell/melee and range damage.
(Gimmic) gain +2 on their Attack Rating.

Starsign E: The Landslide
(Power) +25% complexity to earth spells.
(Power) +50% earth resistance.
(Gimmic) Mages are named 'geomancer'.
(Gimmic) Automatic access to geomancy skill
(Gimmic) Identify minerals on sight (Mine prospecting).
(Gimmic) Spells and weapons act as if imbued with a 'Tor' rune.

Starsign F: The Sun
(Power) +25% complexity to fire spells.
(Power) +50% fire resistance.
(Gimmic) Mages are named 'pyromancer'.
(Gimmic) Automatic access to pyromancy skill
(Gimmic) Completely immune to effects of lava rooms on gear.
(Gimmic) Spells and weapons act as if imbued with a 'Fir' rune.

Starsign H: The Waterfall
(Power) +25% complexity to water spells.
(Power) +50% cold resistance.
(Gimmic) Mages are named 'hydromancer'.
(Gimmic) Automatic access to hydromancy skill
(Gimmic) Aquabreath
(Gimmic) Spells and weapons act as if imbued with a 'Ter' rune.

Starsign I: The Cyclone
(Power) +25% complexity to air spells.
(Power) +50% air resistance.
(Gimmic) Mages are named 'airomancer'.
(Gimmic) Automatic access to airomancy skill
(Gimmic) Fly
(Gimmic) Spells and weapons act as if imbued with a 'Dis' rune.

Starsign J: The Tower
(Power) +4.0 Range weapon attack bonus.
(Gimmic) can see three squares further on the map.
(Gimmic?) Know their lat/lon at all times.
(Gimmic) +2.0 Mobility bonus.

Starsign G: The Void
Sidenote: It is alluring to make the void unable to wear magical gear. This would make them somewhat unplayable, and I think their weakness (lack of magical ability) balances their magic immunity out nicely.
(Power) immune to almost all spells.
(Power) can dispel target at will. (dispel unsummons summoned creatures)
(Weakness) cannot cast magic or use potions.

Starsign H: The Shadow
(Power) Shadow dancing: Avoid up to 1/3rd of all melee attacks.
(Power) Vampires: Doubled bloodpoints as vampire.
(Power) Vampires: +30% blood complexity
(Gimmic) can turn invisible at will.
(Gimmic) permanent passdoor

Starsign I: Guardian Spirit
(Power) Muse: +25% XP Gained (Stacks with human XP bonus)
(Gimmic) up to +5 luck.
(Gimmic) flee, recall, supplicate XP penalty halved.

Starsign J: The Comet
(Power) Gain (up to) 10 high Mobility.
(Power) Minimum Mobility capped at 75 instead of 70
(Gimmic) Can cover twice the normal distance on world map with the travel command.
(Gimmic) No room-to-room walk delay.
(Gimmic) Heros born under The Comet can activate a haste like effect every few minutes. (increased duration compared to current starsign.)

Starsign K: The Knight (was: The Reed)
(Power) Add up to +10 Melee Attack.
(Gimmic) -1 second from weapon speed (does not go below minimum)
(Gimmic) 30% better balance
(Gimmic) gain +1 damage reduction/level

Starsign L: The Avatar
(Power) +5% magic complexity, +30% divine complexity
(Gimmic) On depart/resurrect, your corpse appears before you.
(Gimmic) never drop their deity's favor below zero.
(Gimmic) Slowly gain favor over time.
(Gimmic) Crowned faster.

Starsign M: The Hospic
(Power) +30% body complexity
(Power) +25% hitpoints
(Power) can restore hitpoints by expending mana or blood.
(Gimmic) Faster wound healing (for trolls: pre-patch level limb/wound regeneration)

Starsign N: The Clover
(Power) Has 25% extra chance of causing a critical (if you have 10% chance of a critical normally, you will have 12,5% critical afterwards)
(Power) +25% goldfind, +10% treasurefind.
(Gimmic) +5 to all saving throws.
(Gimmic) +5 Luck.

Starsign O: The Moon
(Power) +30% sensory complexity
(Power) up to 20/50% chance (day/night resp.) of reflecting caster originating spells (like arrow, or breath, not earthquake) back at the caster.
(Gimmic) Truesight
(Gimmic) Darkvision

Starsign P: The Hero (Was: The Beauty)
(Power) Up to +5 complexity, +5 attack and +5 mobility.
(Power) Self bleeding stops almost instantly.
(Gimmic) Sacrifice: Can sacrifice self to 'restore' all party members.
(Gimmic) Able to control one extra normal summon.
(Gimmic) Effect of Bardic Empathy doubled.
(Gimmic) +2 Charisma

New starsigns:

Starsign Q: The Alchemist
(Power) +25% complexity to acid spells.
(Power) +50% acid resistance.
(Gimmic) Mages are named 'Alchemist'.
(Gimmic) Automatic access to Alchemy skill
(Gimmic) Increased finding of vials of Corrosive in chests
(Gimmic) Spells and weapons act as if imbued with a 'Cid' rune.

Starsign R: The Scorpion
(Power) +25% complexity to poison spells.
(Power) +50% poison resistance.
(Gimmic) Mages are named 'Defiler'.
(Gimmic) Automatic access to toxicology skill
(Gimmic) Increased finding of bottles of poison in chests
(Gimmic) Spells and weapons act as if imbued with a 'Ois' rune.

Starsign S: The Willow
(Power) +25% complexity to electricity spells.
(Power) +50% electricity resistance.
(Gimmic) Mages are named 'Maelstrom'.
(Gimmic) Automatic access to kinetics skill
(Gimmic) Can periodically recharge 'zap' items.
(Gimmic) Spells and weapons act as if imbued with a 'Tri' rune.

Starsign T: The Tradesman
(Power) Aptitude towards learning creation crafts.
(Power) +5% chance to craft special and exceptional items.
(Gimmic) Can sell items for up to 75% item value (instead of half-value)
(Gimmic) All creation crafts act as if the user has at least a 10% base skill in them.
(Gimmic) +10 charisma, +10 max charisma

Starsign U: The Enchanter
(Power) +5% of special and exceptional enchants.
(Power) +30% enchantment complexity
(Power) +5% all complexity
(Gimmic) Mages are named 'Magi-smith'
(Gimmic) Up to 100% identification of items on sight.
(Gimmic) Aptitude towards learning enchantment crafts.
(Weakness) +50% mana cost for spells

PS. On racial magical bonus/penalty: Races keep a tiny magical offset. This is because magic does not depend on intelligence only, but also on racial aptitude.

PPS. On dwarven prospecting appearing in the landslide starsign: Dwarves are not the only race with a desire for riches. Making prospecting available via the starsign allows people to create and enjoy other races in the mines.

PPPS. All references stating 'up to X somethings.' means the 'something' will start out low and increases to its specified value at level 50.

PPPPS. I realise humans may seem to loose their only perk, but in reality their perk sucked ;) Dont be sad, I gave them +25% XP increase as a gimmick! :P

Revision 2:
- Trolls -> Troll regeneration tweaked to be more of a gimmic, empowered by the starsign 'The Hospic'.
- Starsign B: THe Furnace -> Removed mana penalty to the furnace starsign. With that penalty, I didn't see a reason to choose it over the other choices.
- Starsign C: The Unichorn -> I removed the -25% resist penalties. Compared to other starsigns, it is balanced well enough.
- clarification: Any starsgin XP bonus stacks with human XP bonus.
- clarification: 25% more chance of criticals means, if you have 10% chance of a critical normally, you will have 12,5% critical afterwards.
- Clarification: '(Gimmic) Can travel twice as far on world map.' means can cover twice the normal distance on world map with the travel command.
- Lizardmen -> tail balance modded from 30% to 10%
- Starsign K: The Knight -> 99% in all weapon types changed to +25% in all weapon types, with a cap of 99%
- Starsign M: The Moon -> Tweaked magic-reflective power down from 50% to 30%. Also, it reflects spells that physically originate from the caster. like arrow, or breath.
- Clarification: You get to -choose- your starsign, regardless of race. The noted starsign is there to allow you to keep at your old power level.
- I am /CONSIDERING/ allowing people to rebirth, but I will have to check a lot of code to see if it is feasable with the current races.
- Clarification: Starsign G: The Void -> It is alluring to make the void unable to wear magical gear. This would make them somewhat unplayable, and I think their weakness (lack of magical ability) balances their magic immunity out nicely.
- Starsign L: The Avatar -> Divine bonus changed from 20% to 30%
- Added starsign: The tradesman

Revision 3:
- Starsign P: The Hero -> Removed the redundant skill: People (and shops) react if the Hero's charisma is 2 higher than it really is.
- Starsign J: The Commet -> Increase haste duration.
- Starsign N: The Clover -> Modded +10 to all saving throws to +5 to all saving throws.
- Starsign S: The Willow -> Named electrical mages 'Maelstrom'
- Starsign R: The Scorpion -> Named poison mages 'Defiler'

Revision 4:
- Gerpling -> Earth resistance renamed to Blunt resistance (oopsie)
- Gnome: +5 magic resist
- Starsign A: removed 5 magic resist.
- Human: +2 to maximum luck stat
- Pixies: changed +1 to all magical complexities to +2
- Ogres: Unaffected by alcohol.
- Orc: DamRed bonus (1 DamRed per 2 levels, up to 25 DamRed)
- Starsign B: The Furnace -> Added wildsurge and spell failure protection.
- Starsign D: The Fist -> +10% spell/melee and range damage.
- Starsign F: The Sun -> Completely immune to effects of lava rooms on gear.
- Starsign H: The Waterfall -> Aquabreath
- Starsign I: The Cyclone -> Fly
- Starsign K: The Knight -> -1 second from weapon speed (does not go below minimum)
- Starsign K: The Knight -> 30% better balance
- Starsign K: The Knight -> Removed 25% weapon skill bonus.
- Starsign O: The Moon -> changed 30% to 20%/50%, depending on day/night.
- Starsign Q: The Alchemist -> Increased finding of vials of Corrosive in chests
- Starsign R: The Scorpion -> Increased finding of bottles of poison in chests
- Starsign S: The Willow -> Can periodically recharge 'zap' items.
- Added starsign U: The Enchanter
- Added Starsign T: The Tradesman
- Starsign H: The Shadow -> Vampires: Doubled bloodpoints and +30% blood complexity as vampire.
- Clarification: Craft starsigns: These starsigns give a player no crafting ability that normal crafters have, other than learning their skills faster and having a slightly greater likelyhood of crafting exceptional items. I do not consider them overpowered.
- Clarifcation: Exp: I dont see the problem in a human levelling faster than any other race, its their payoff for not obtaining powers unique to each race.


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PostPosted: Wed Jan 19, 2005 11:25 pm 
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I cleaned last thread because it contained too much old info and people were getting into discussions.

Posting Rules:
- ONE post per player. No replying to other players.
- New arguments only. I've read everything in the races forum. This design is the result of all your notes.


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PostPosted: Fri Jan 21, 2005 5:33 pm 
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I figure it's about time to reply to this with my one reply.

25% experience bonus might be a bit too much for Humans, it's significantly more powerful than the other racial bonuses. How about a 10% bonus? Thats the only thing I see that stands out with races now.

The only problem I see with the starsigns now is the Crafter/Enchanter. I still hold that crafting is best left untouched by any choice you make at the beggining of the game, to keep it COMPLETLY equal for all, regardless of race or starsign.

The Knight was mentioned to be overpowered...I don't think so. You can get as much as a 25% bonus to all complexities with other starsigns, which is hard to turn down even as a melee user. I like seeing a melee starsign that actually helps. Woot for Knight!


Can't wait until this comes in cele :) :)


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PostPosted: Fri Jan 21, 2005 10:36 pm 
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I still don't see a need for any boost in Charisma for the Hero starsign. Heros don't have to be good public speakers, nor do they have to be liked. To be heroic is to do great deeds, and to be selfless while doing them. You don't need charisma for that. Besides the rest of that starsign is powerful already.

If you want to give them a stat boost, I think luck and/or wisdom are much more fitting.

Editted to add:
25% experience bonus seems a little low for humans. Lets make it 200%, its only fair so that it equals the power of the other races.

2nd edit to add:
Phasians do look a bit weak. This could be fixed by completely removing the ability to cast runegate by other races. Runegate the spell should only be for the use of Phasians. You need a pillar? Have a phasian cast one for you.

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Last edited by Vogar Eol on Wed Jan 26, 2005 9:02 pm, edited 2 times in total.

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PostPosted: Fri Jan 21, 2005 10:42 pm 
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I still say that no race should get a 25% xp bonus. It might work out for a starsign, 25% bonus xp is more or less in league with some of the other major starsign bonuses, but for a race it's far too much. It effectively gives you a 25% bonus to everything you earn from epic levelling.

Dropping it to 10% like Weems suggested would probably balance it, that's pretty close to what other races get, in terms of power.

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PostPosted: Tue Jan 25, 2005 3:31 am 
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with the sigil phasians can runewalk anywhere, without getting hurt when they do it 3 or 4 times consecutively


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PostPosted: Wed Jan 26, 2005 5:56 pm 
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The Shield looks too strong, i think it should be 15% complex.

reason: if it gets 20% complex the elemental signs are only getting a 5% increase without the mr, making them fancy headpieces.


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PostPosted: Wed Jan 26, 2005 8:35 pm 
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Replies removed. please comply with the posting Rules:
- ONE post per player. No replying to other players.
- New arguments only. I've read everything in the races forum. This design is the result of all your notes.


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PostPosted: Wed Jan 26, 2005 8:42 pm 
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Isn't the Phasian floating sigil a bit weak even for a gimmic? It's the equivalent of 75 mana at level 50 (nothing). Races such as gerp gain 70 resist. Thats 2800 enchant at least. Runewalking without a pillar is a decent ability, but as most people can cast runegate (or just supplicate), its really no more than a weak gimmic, especially considering you can supplicate out of battle last I checked.

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PostPosted: Sun Jan 30, 2005 3:00 am 
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i like those changes. they look good, but the only way to really tell is test them out.


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PostPosted: Wed Feb 02, 2005 12:42 am 
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I have to say..... it seems as though the phasians are getting a lil stiffed there... they get 250 enchant space 3 times? so we'll just assume we're level 50, they have 750 enchant space....... that's the worst race bonus there...... I don't mean that it should be better than others, but that it should really compare in some way. 750 enchant space is nothing......

EDIT:

Okay. Let me make this a little more clear. I'm an e 463 or so. and I get an extra 750 enchant space.... yehaw.... what am I going to put? Sure I can put 3 of 1 stat. But what good is that going to do me????? It would be nice to have some room for something that actually would make the race a wee bit more balanced. Even though it's an extra, wear spot it really doesn't make a difference.

(edited to fix random underlining error)


Last edited by Tuler on Sun Feb 06, 2005 5:40 pm, edited 2 times in total.

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PostPosted: Wed Feb 02, 2005 5:04 am 
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It's an exclusive wear slot. 3 stats for free? I'd take it.


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PostPosted: Thu Feb 03, 2005 9:58 pm 
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Suggested Additions:

The Moon: 20% longer spell durations.

The Elementals (Sun, Cyclone, etc): 10% spell duration boost.

The Avatar: Turn undead ability timer halved, half timer for hand healing ability, and receives 2 coin per sacrifice instead of 1. 50% less favor point cost for diety supplicate(supplicate pet, bank, etc).

The Shield: Magic Resistance lower to +30 or 35 and/or magic complexity lowered to 15% boost. +10% total damage reduction boost (500 base damreduction would be 550 for 'The Shield').

Human Race's 25% lower to 10% or 15% (25% is just like having the power of a starsign The Muse). +5 racial minimum/max luck (+10 total as a lucky Human Clover).

The Unicorn: 5% or 10% chance of casting a spell with no mana. (reason: existence of cie and rgy)

The Tower: bow, crossbow, projectiles, and arrow spell have an additional +30 range. +5 constituion current(active) stats AND maximum constitution limit

The Comet: chance of fleeing from battle increase by 50%. +5 dex current(active) stats AND maximum dex limit.

The Tradesman: remove "(Power) +5% chance to craft special and exceptional items" and replace with -50% cost for player shop options (example: additional stock slots). Skill Coin Toss: ability to toss gold at enemy for damage.

The Enchanter: remove "Power) +5% of special and exceptional enchants" and replace 100% success enchant rate (example: no item exploding due to enchant failure).


Last edited by Jerardo on Sat Aug 20, 2005 4:29 am, edited 8 times in total.

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PostPosted: Tue Feb 22, 2005 9:04 pm 
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I think trolls should keep their current regeneration level, it sucks as it is and can't really afford to be nerfed. It's not a big deal, though.

When can we expect these changes to go into effect? They look like they will improve the game a lot, and I'm eager to see them implemented.

edited to add: How does the void "dispel at will" work? If they can instantly dispel all enchantments on a target with 100% success, it's very overpowered. If they can use a weak dispel magic as a starsign ability once every few hours, it's underpowered. I suggest letting them type "starisgn" to cast dispel magic at a level equivalent to twice what a mage of their level would have, once every 30 minutes or so. Also, if you do it like this, don't forget to give them innate detect magic or some means to compensate for its lack.

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PostPosted: Wed Sep 14, 2005 8:37 pm 
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I realy cant wait until it comes out i just LOVE the starsigns.
but i think voiders should be able to wear magicial eq, that they cant cast spells is enough disadvantage.

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PostPosted: Wed Sep 14, 2005 9:41 pm 
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phalanxyrian wrote:
I realy cant wait until it comes out i just LOVE the starsigns.
but i think voiders should be able to wear magicial eq, that they cant cast spells is enough disadvantage.


As stated in Celeborn's message, it was already decided long ago that Voids would be able to wear magical equipment.

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PostPosted: Fri Sep 16, 2005 1:17 pm 
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when will this patch be launched?
cant wait :D

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PostPosted: Fri Sep 16, 2005 6:52 pm 
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I doubt it will be out for quite a while...wouldn't surprise me if PvB is up and running before they implement this.

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PostPosted: Thu Sep 22, 2005 6:48 pm 
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Quote:
Gnome....... Demi-human creatures, well suited for magic and religion.
STR -2 DEX +0 CON +1 INT +0 WIS +2 CHA +0 LCK +0
(Gimmic) Gnome....... Demi-human creatures, well suited for magic and religion.
STR -2 DEX +0 CON +1 INT +0 WIS +2 CHA +0 LCK +0
(Gimmic) +1 to Enchantment complexity
(Gimmic) +5 magical resistance
(Gimmic) High Lore (Identify items on sight).
Powers moved to Starsign A (You get to -choose- your starsign, regardless of race. The noted starsign is there to allow you to keep at your old power level, but it isn't forced upon you.)

can we see if Gnome can get (Gimmic) +3 to Enchantment complexity here. Gnome need a bit of an egde then a Starsign A that a Human can have it.

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PostPosted: Thu Sep 22, 2005 8:17 pm 
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Or instead of buffing races up to the point where it effectively circumvents the whole idea of the patch, we can just remove powers from the overly strong races.

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PostPosted: Fri Jan 27, 2006 3:09 pm 
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Celeborn Brittlebug is working on... race patch! yaaaay



Hey Cele...how about you reduce the complex bonus from furnace and shield to something like 10%/15%. 20%/25% is overpowering; I'm a mostly melee character and I really want to take The Knight, but not taking the furnace or the shield is a huge handicap and will likely render you ineffective against players of similar level who took one of those two starsigns. These starsigns represent the ability to pierce enemy magic resistance, the ability to resist enemy magic(25% complex bonus makes a HUGE difference in psychic armor and antimagic shell), and the ability to use cie and bee runes. Even with the 25% mana cost penalty, I'd still pick the furnace because the complexity bonus would make most of my spells free anyways, thanks to cie runes. EDIT: and of course, that 25% complexity bonus represents 25% more AR from bless, 25% more AC from armor, 25% more resists from ward and bounce, 25% more speed from all of your speed spells, and either more healing or 0 mana cost from heal. This makes it vital to pretty much anyone, melee characters included. All that vs a 30% bonus(20% if you already have equlibrium) to your balance regeneration and a slight attack speed bonus?

Also, you should leave trolls' regeneration alone. Their regeneration isn't powerful; even without their complexity and resistance penalties they would be a useless race. Currently they get 26 regeneration and really slow wound/limb regeneration. In the new patch, an orc gets 25 damage reduction,can fight in aggressive or berserk without the drawbacks, and gets the arguably useless feral rage ability. A troll gets even less than their currently useless regeneration plus a complexity penalty. That's far from equal, isn't it?

If you don't believe me that troll's current regeneration is useless, look at Lingolas. He gets all the benefits of being a troll, but without their main drawback: their complexity penalty. Yet, even with greatly superior equipment and much higher epic levels, he almost always lost to pixies.

Troll regeneration is really cool. Having your limbs grow back automatically, like a supermob, is awesome. Being able to regenerate in antimagic rooms is really neat, though 26 hp every few seconds isn't very useful to triavs with thousands of hp and there aren't many times when you fight in antimagic rooms. I would LIKE to pick troll, it's really cool, but picking a weak race would defeat the purpose of having achieved so many epic levels. Please leave trolls alone!

Lizardmen, orcs, humans, gnomes, gerps, and maybe pixies are feasible choices. I don't see any reason to pick the other races, except maybe elves or trolls for aesthetics.

All in all, though, it's a great patch and much better than what we have now. Don't let this post keep you from releasing it; just keep these things in mind when tweaking later ;)

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