Terron wrote:changing the stats is more or less irrelevant. metaphorically, few months of this and bam new implement has a new dagger drop and hp are insufficient all over again. gotta balance the hit points to what the game will become, not what it is now. damage will keep increasing HP need to cover this for the long run, not hp changes every 6 months.
1) if anything horcs and saurians should drop -1 agility and lings gain 1 more agility for a loss of int.(18 24 17 19 20 22)
2) agility doesn't cover the penalties of most races gaining 1 agi for a loss of 1 str and .66 end on average.
choosing agility isnt paying off(except solo, so next to never) changing hps over and over wont fix this. whats missing is high endurance high agility races as an effective counter( i.e. 16 22 22 18 20 20 or something)
3) gnomes...what the fk happened to gnomes bro. gnomes in general should be so gd scarey all casters run in fear, regardless of class. thats the payoff for 17 endurance isnt it. you can add more int if you want but that isnt helping them. glass cannons are sorcs in general not just gnome sorcs. adding int doesn't help the class survive magic like intended. i could see +1 agility but this is obviously a lacking racial bonus issue.
id say something like 16 22 17 23 22 20, 10% bonus mr , spell negation 25 , -15% offensive spell damage output, 20% less fizzles.
gnomes should get destroyed by melee indefinitely, be practically unharmed by magic, and be the best percentage casters around. the negative spell damage brings them inline with other races and makes elf the better damage/pker/weaker caster vs spells. just keep the spell damage penalty inline with gnomes having the upperhand vs dwarf/ele casters with mass hps and it will fix them in my eyes.
1) I think saurians will be extremely worthless if you remove an AGI point. They are designed to be nailed by magic users, but do fairly good in melee combat, obviously not 100%, but still better. If you keep lowering their AGI/etc it becomes worthless.
2) I'm not sure I agree here. The issue is AGI doesn't make an impact like END or STR does. We are working on adjusting this via modifying the formula though. High END High AGI with low str might be a think but adding it now would make more balance issues until we solve the current. I fully believe we can balance out everything without that.
3) Already adding INT to gnomes (#13 and up). Can play around with some of the values for sure. Being unharmed by magic (to me) in a balance mechanic is just as problematic as lets say a melee race being too good. We already dealt with it and I don't think it'll help balance if theres one race that literally takes no damage against magic. Balance wise it's not a good idea to be that extreme. We're literally going one side to the other here. They are already though, if you max out their wisdom, gonna hit for lower damage and not very often. Fizzle modifier is probably an OK idea though since they are obviously, 'the' magic race.