NiteHawk wrote:What I am proposing to change here based on initial statement, comments and what I feel myself.
Racial:
Dwarf: +1 int, +2ac.. Also will give them a 10% cooldown bonus I think.
Elemental: +2% resist, +5 more damage negated (It's set damage not percentage but yeah.)
Elf: +2% resist, 15% fizzle reduction.
Gnome: +5% resist, -1 end, -1 stat point, 10% more mana.
Goblin: +2% resist
HE: +3% resist, 10% fizzle reduction.
Ling: +1% resist, 0.5 stamina second speed bonus. (to test anyways.)
Human: 5% fizzle reduction.
Classes:
Barb: -10MR bonus, 5% less dodge rate (up by 2.5%), 10% more HP (2.5% more), +5% rage damage bonus, -1% less per rage, instead of 2%.
Druid: -8.5% dodge rate. Adjust morph to compensate for the loss.This equates to about 2AGI.
Monk: 5% dodge rate (down -2.5), however, roundhouse deals 2.5x damage now. Meditate skill.Similar to druids but self only.
Necro: +2.5% more MR Bonus. (Leech was adjusted recently, plus with the new skill you should be draining more already.)
Paladin: 5% less dodge in /protect, but 5% more MR, so will balance itself out to 10%/10%.
Ranger: +1% MR bonus
Sorc: Adjust starting attacks.
Thief: Going to add duel wield. They'll do 20% less damage then assassins in the typical case.
Dwarf - This sounds good, I'd even consider going to 18 on int and 21 on str. No one is playing dwarves now and that's a shame. Cooldown bonus is whatever.
Elemental - These are already really strong against casters, not sure they need more damage reduction there. If anything I think they need +1 agi as they are bricks and don't have especially large HP pools.
Elf - Ok, I like the reduced fizzle and maybe people will pick them over gnome. Maybe...
Gnome - Ok well now people will pick elf over them lol. -1 end is harsh, that means 750hp and that's small. More mana is whatever, but gnomes will be getting 1 shot by some bosses and that may be an issue. Basically a 17end gnome needs a guardian and not sure we want to force that.
Goblin - Ok I guess.
HE - Same as elf, sounds fine
Ling - That's pretty huge and I don't think it's needed. This is a really dicey buff as it means they always have the round advantage in pvp, except against druids. This buff is much larger than it seems. I think lings are pretty good now but if you feel they need something maybe just an extra stat point or something minor.
Human - Ok, whatevs.
Barb - I like this, they traditionally take more magic damage but them taking more melee damage is kinda whack. They don't need to be weak to melee damage on top of magic damage.
Druid - Is this out of morph only or all the time? If All the time that's a ginormous nerf and not needed imo. If out of morph then ok, although I think they already get hit for more out of morph?
Monk - Meditate is fine I spose. I really don't think they need more damage though. The amount of damage my ninja does compared to my guard, well, there is no comparison. Less dodge, eh, I can see that maybe.
Necro - Ok
Paladin - 10% less dodge sounds pretty harsh, 5% is already noticeable. Feels overly punishing for using the 1 thing your class is designed around. Are paladins a problem right now that we feel they need nerfing? I don't feel overly strong on my guard.
Ranger- lol ok
Sorc - Not entirely sure what this means but ok!
Thief - I don't think their damage output is the problem. People don't roll a thief to pewpew, they roll it to steal. Stealing is low xp right now, and failure rate is high. Sure give them more damage I guess, but what's the point really? Make stealing their go to for leveling.
1 extra attack - blech, why? It just throws off the balance of everything and I don't really see the point. It seems like change for the sake of change. If we do this it'll mean another wave of balance for everything including monster health.