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.
Maybe +1 attacks to all. I feel like it should be a good limit there. I'm still wondering how people feel about a extra attack at higher levels, aka everyone would get +5 attacks at level 25. (obv ninjas get +6). Worried about damage though but we'll see. If no one comments about it I will attempt to add this.
This is based on the information provided, feedback, and my own knowledge. Thanks.
Dwarf - OK for the changes;
Elemental - OK for the changes;
Gnome - I'm against the changes, I"d say they are good the way they are right now, maybe as a racial trait up the mana pool;
Goblin - OK for the changes;
HE - OK for the changes;
Ling - OK for the changes; Doesn't seem to make much of a difference; I'd still invest a bit more into the whole squishynes / agility side of it, meaning more dodge / stamina / hit rate as options, I kinda think dodge would still be the favorable one since they are small and harder to hit.
Human - Hm. I don't think the fizzle reduction makes sense from a lore perspective, that's why I'd give Elves which are magically inclined;
Barb - OK for the changes;
Druid - OK for the changes;
Monk - OK for the changes; Meditate <3
Paladin - Not OK, I'd fully remove the agi loss upon /protecting, honestly, I don't see the need to balance that out;
Ranger - OK for the changes;
Sorc - OK for the changes;
Thief - OK for the changes;
As for lings not being played too much, it's because they don't excel in many things, meaning, they don't have the overall highest magic aptitude nor fighting prowess compared to other races (stat wise) and unlike Rok they don't significant dodge more than others, it's a small margin, so in theory people are picking highest output in spell/strength as opposed to them since they have low HP as 25s.
Disclaimer: I own a 25 Ling Guardian, so, I'm trying to not be biased and hopefully make it more fun to play.