New ideas for alterations of races and classes

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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 07, 2016 10:45 am

killa wrote:You BACKSTAB Sinner with your emerald knife and miss!
You BACKSTAB Sinner with your emerald knife and miss!
From Sinner: lul
From Sinner: i am still in lvl 1 equipment

life of a half orc slayer against a level 9er


If this was true then you just failed so hard twice.

2.5x(25-9)=40, plus base 40, 80% HR, though give or take a percent or two.. :P

Level has less of an impact compared to rok though, so a level 24 can actually fight a level 25'er as the per AGI is 2.5%. Any higher then that and monsters would be painful if they were higher levels etc.

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Scytso
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Re: New ideas for alterations of races and classes

Postby Scytso » Wed Dec 07, 2016 11:06 am

I put the adjustments next to the name of the class or the race. I dont know how to change the fancy color lol. But its fairly easy to see what was done. After looking it all over i still feel there needs to be a bit more balancing. And i need to come up with names for the spells on the new class. Was also thinking last night about a few other adjustments that could go in. Ill be adding those.

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Scytso
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Re: New ideas for alterations of races and classes

Postby Scytso » Wed Dec 07, 2016 12:12 pm

Figured out the color thing lol. Your right it looks much better and helps everyone understand what the ideas are a bit better.

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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 07, 2016 12:39 pm

Ignoring the EXP (Don't agree), the shield bash (that can be looked after later) and the new classes/races, I am interested in peoples take on this with the old races/classes.

I am also interested in knowing how people feel about +1 stam, but that would bump up the leveling 20-25% faster in general. That plus current EXP would be fine to me. Might even be too much change now.

Most of the racial bonuses but the fizzle one can be achieved, but I don't think adding the fizzle one would be too bad. I don't mind most of them though. The ling one might need testing but otherwise yeah. I don't see much wrong with it so I'll pass that for now.

What I disagree with or just commenting on:
-Assassins dealing higher damage in general. 20% would probably bring them up closer to paladin with a sword damage (no bs, reg hit), and if they used two swords they would be near knights. It's a bit scary to do so to keep the balance I'd avoid that. its 4x right now or 4x with 10% though atm.

-Clerics don't need more armor, they are already meaty tanks. They already break the balance of the game and I feel that giving them more tank (I even assume you mean with heavy armor) is just a plain bad idea.

-Druid got the loss in out of morph form originally. They gain it back when morphing. The idea was that while not morphed, they would get hit more. I could see raising this but in favor we'd need to give more AGI back in morph. I don't think they're current morph AGI is bad overall. 8% right now would be like losing 2 agi or so. (cause its AGI*this value to get bonus agi in this case of racial or class). So would be for example 20*0.92 to get what you are looking at.

-Same for Monks, the dodge rate is AGI*bonus, so 20*1.075 for example. obviously theres more to that but its an eaxmple. 20 agi gives you 21.5 AGI with 7.5%, which is about 3% more dodge. Thats why I don't see decreasing it more. RH seems okay though.

-Disagree with Thiefs losing more BS. 2.5x with a 20 str is like 280 backstabs, super low. I was honestly going to give them 3.0x with 10% to actually be useful VIA giving them bows. Can't do this yet due to coding limitations though, but they were going to be able to use bows and ambush with them. Obv no shield. They kind of suck as it is though.

rest seems ok.

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Scytso
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Re: New ideas for alterations of races and classes

Postby Scytso » Wed Dec 07, 2016 12:54 pm

The +1 stam is for more fun in the game and to give us a bit more of a fight when it comes to dueling and such. If it means that exp stays the same i would rather get the stam buff than lower the exp honestly.

As for assassins that was the idea if they get 20% bonus while duel weilding swords they couldnt bs so it would be a give or take kinda thing you can BS for more with 2 daggers or you can melee it out like a monk if you prefer would give them more options rather than just move hit move hit.

The shield bash idea i realy loved cause it would give more counter dmg which makes the game a bit more interesting imo (thats my opinion tho) same reason i gave the spellbinder the ability to have a reflect shield at the rate of loss of armour and taking more dmg.

The golem has a MAJORLY low agi for a reason he would be one of the biggest tanks in game it would balance itself out. He might not hit very offten and would be hit more offten but his dmg reduction would balance that along with the 24 end (25 if you put +1) also balanced that with the ability to only use potions at a 1.5x rate instead of normal rates cause have those dirty golems healing to fast lol.

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Ardrahz
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Re: New ideas for alterations of races and classes

Postby Ardrahz » Wed Dec 07, 2016 3:37 pm

I do agree having more stam would set the game apart from its often comparable twin, and give it a more unique feel, and would also add to the idea of breaking the 25 barrier. Would need some extra testing, but its seems you could do this easily with a max HP boost and minor dm scaling.
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Re: New ideas for alterations of races and classes

Postby Thi » Wed Dec 07, 2016 9:49 pm

I really like posts like this, good job Scytso ;x I'll answer things in bits and pieces so it doesn't get extra lengthy.

New Races
  • Golems - I like the idea of such race, but with the stats the way it is i dont get the purpose/idea of which classes you want it to fit.
  • Nymph - This one seems fairly interesting, stats are more well rounded so this looks fun

Old Races & Updates
  • Dwarf - I think this might be a welcome change
  • Elemental - from a lore perspective your ideas would be cool;
  • Elf - this makes me uncomfy, right now i thik the trade off between gnome vs elf for sorcs are balanced, but if you add this up it will heavily favor elf as opposed to gnomes, from a lore perspective your idea holds merit, the issue is that right now gnomes are the champions of wisdom/intelligence;
    So even tho I like it, it will skew the balance.
  • Gnomes - Spell Resist would make sense, larger mana pool isn't that significant honestly, it's large enough as it is and you can pot up quite often, so you never run out of mana anyway. Maybe to balance out give spell penetration bonus to gnomes to balance the lesser fizzle rate on elves.
  • Goblin - I'd heavily disagree against changing Goblins, right now they are the middle between straight "strength" classes like saurians, orcs, etc but also not as squishy or MR resistant as DEs, etc, so right now they are the middle ground, not excelling in any sides of the balance.
  • Half Elf - These would be welcome changes;
  • Halfing - I'm a ling lover, I'd be all for this, my only concern is that it might make them too op to be real, I'd maybe give them a slight boost in dodge chance when above 23agi; or maybe an increase 15% on dodge change when HP is lower than 30% or the "orange zone"
  • Saurians - It wouldn't make sense to give them spell resist, they are lizards for crying out loud and strong enough as it is melee wise.
Thi
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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Thu Dec 08, 2016 3:27 am

Thi wrote:I really like posts like this, good job Scytso ;x I'll answer things in bits and pieces so it doesn't get extra lengthy.

New Races
  • Golems - I like the idea of such race, but with the stats the way it is i dont get the purpose/idea of which classes you want it to fit.
  • Nymph - This one seems fairly interesting, stats are more well rounded so this looks fun

Old Races & Updates
  • Dwarf - I think this might be a welcome change
  • Elemental - from a lore perspective your ideas would be cool;
  • Elf - this makes me uncomfy, right now i thik the trade off between gnome vs elf for sorcs are balanced, but if you add this up it will heavily favor elf as opposed to gnomes, from a lore perspective your idea holds merit, the issue is that right now gnomes are the champions of wisdom/intelligence;
    So even tho I like it, it will skew the balance.
  • Gnomes - Spell Resist would make sense, larger mana pool isn't that significant honestly, it's large enough as it is and you can pot up quite often, so you never run out of mana anyway. Maybe to balance out give spell penetration bonus to gnomes to balance the lesser fizzle rate on elves.
  • Goblin - I'd heavily disagree against changing Goblins, right now they are the middle between straight "strength" classes like saurians, orcs, etc but also not as squishy or MR resistant as DEs, etc, so right now they are the middle ground, not excelling in any sides of the balance.
  • Half Elf - These would be welcome changes;
  • Halfing - I'm a ling lover, I'd be all for this, my only concern is that it might make them too op to be real, I'd maybe give them a slight boost in dodge chance when above 23agi; or maybe an increase 15% on dodge change when HP is lower than 30% or the "orange zone"
  • Saurians - It wouldn't make sense to give them spell resist, they are lizards for crying out loud and strong enough as it is melee wise.



I agree with saurians and gobbies here. Goblins to me were the middle mans where they can still take on spell casters to a certain degree. Maybe something else can be changed with it. Saurians are pretty OP though.

I dont think the fizzle reduction is something that would be too OP. 15% would be 15% of whatever they give, not 15% fizzle. So if the cap for example is 5%, you add 15% to that and its 4.25% now. It would benefit more while leveling esp when the fizzle rates are higher. I think the mana pool would be more useful tbh for spell casters.

Lings I am interested in too but we can always reduce the speed. It might be too much but we'll see.



The whole spell resist things make sense but if thats the case and its raised a bit then it needs to be lowered overall to copmenstate (i.e. so 20% is like 18%). It's already like 75% resists with a gnome and thats pretty up there. I wouldn't mind the shift changing a little more per race though in this scenario (i.e. 20% still is 75%, and then scaling it lower as we go.)

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daedroth
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Re: New ideas for alterations of races and classes

Postby daedroth » Thu Dec 08, 2016 4:57 am

Give Horcs back nightvision!

I was thinking a mana regen speed up for elfs or gnomes (maybe one could have mana pool increase the other regen increase?).
The gobby idea I kinda liked.
Also I would give dwarves their 21 str back over a 17 int, but eh... I am not good at the race balance thing.

With the decrease to combat timer (hate it! how can I watch my movies now without dying more than usual!) I do not think there is a need for extra stamina point.
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.
I love sheep.

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Re: New ideas for alterations of races and classes

Postby Thi » Thu Dec 08, 2016 6:49 am

NiteHawk wrote:I dont think the fizzle reduction is something that would be too OP. 15% would be 15% of whatever they give, not 15% fizzle. So if the cap for example is 5%, you add 15% to that and its 4.25% now. It would benefit more while leveling esp when the fizzle rates are higher. I think the mana pool would be more useful tbh for spell casters.

Lings I am interested in too but we can always reduce the speed. It might be too much but we'll see.



The whole spell resist things make sense but if thats the case and its raised a bit then it needs to be lowered overall to copmenstate (i.e. so 20% is like 18%). It's already like 75% resists with a gnome and thats pretty up there. I wouldn't mind the shift changing a little more per race though in this scenario (i.e. 20% still is 75%, and then scaling it lower as we go.)

Ooo given this I'd think the fizzle reduction would be very well placed.

For links you're saying you're more into the original idea or the increased dodge rate based on a trigger?
Thi
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