First, I don't know why people keep calling races classes.
Now, I agree that Drows and Vampires don't really need much else, but then here we're trying to suggest things for the __remort__ races to differentiate them from the mort races. That's another thing - stop referring to the mort races (whether you mean the mort or the remort races); this thread is on the additions to remort races only.
Why is berserk useless? Last I checked, it's not __that__ bad; at level 120, you get a lot of additional hp, a decent amount of hit-and-damage roll, and a relatively small ac penalty. Unfortunately, it has a pretty short duration, but it could last for a few fights, and with that much of a bonus I would definitely use it all the time. I wish I could use something like that. And as for the benefits, I'm mostly talking about resistances, lack of any vulnerabilities, and the decent stats. Drow, Vamp, and Titan all at least have vulns others exploit, which is one of the reasons so much damage can be dealt to them, while Dwarf is resistant to the vast majority of elemental damage and has no (workable) vulnerabilities. Also, we're not __just__ talking about pk here– general playability is also of great influence.
If it's really __that__ bad, then perhaps up the axe damage to 30%.. but that might be getting a bit high. As I said, we need some high-physical-damage 120 remort axes. Axes should be more powerful than swords, but not quite as versatile (ie having different elements, abilities, and such).
Also, no, don't give all remort races an additional attack. We have enough as is.
On a sidenote, people, this is a forum. Please take time to sort out your thoughts and make your messages coherent, and there's no need to curse here; in-game it's more understandable to speak quickly and impulsively. It's rather annoying to have to decipher babble with only a little bit of grammar on a forum.
posted in Adjustments Archive
Posts made by Darigaaz
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RE: Remort races!
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RE: Remort races!This sounds more like a problem with lack of good axes, rather than the Berserker needing even more stuff for it. Axes should have higher base damage than swords anyway.. so with the 20% and a decently powerful axe, I think it should be good enough.. and remember that Dwarves/Berserkers already have a ton of benefits, as much as almost any other race, and __no__ real disadvantages or vulnerabilities. I think they're perfectly fine.. just make some better 120 remort axes.posted in Adjustments Archive
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RE: Remort races!Ok, I like some things and don't like others. Let's do this by race; I'll go in the order Syn did, just to make it easier for me. Titan/Colossus Fast healing - I don't really think so.. no real need, they already have the highest hp in the game. Greater strength - as Syn said, he's tinkering around with removing Titanic Attack, since they're supposed to be big, strong, and slow. So I'd really like to see a Titan with the normal amount of attacks, just each would be more powerful than normal. Or, maybe even less attacks than normal, and make them a little more difficult to block with certain defenses (ie these attacks are very powerful and therefore hard to just shrug off with a shield, if you were to do that all the time, you'd break your arm and/or that shield.. and because the attacks are done with such confidence and force, you couldn't really change their path (ie parry)) Draconian/Dragon Stronger breaths - long needed. Fly over ocean - great! Fits perfectly Turning pierce/slash on hard scales - this, honestly, may be too much.. depending on how often it would be allowed. If it's like 5-10% (depending on your skill %) of the time, it may be just fine, but anymore would be nuts. Claws - something I suggested before: allow Dragons to select a hand to hand "mode," dealing either slash or bash type damage depending on if they wish to use their claws or just their fists. Tail deal - .. meh, I think if Dragon gets all of the above, it'd be perfectly fine. Elf/Seraph Minor fly - not bad, couldn't hurt and doesn't seem to be overpowering.. but don't put too much stock in this, as this isn't a __real__ big difference. Radiate light - about the same as I say for minor fly.. plus cool for rp purposes, as was said. Absorb partial mana from spells directed at them - while this might be kind of cool, they already have a crazy amount of mana, and in most fights would already run out of hp much sooner than mana.. so I'm not sure how much this is needed. Enchant arrows/bolts - sounds great, could be what this race really needs. Dex bonus from natural haste - definitely put this in. Slayer/Changeling Claws - what exactly would this do? Slash-type damage? More damage? An explanation would be great. Also, perhaps what I had suggested for Dragons, in being able to select between the two damage-types. Mimic defenses - sounds cool.. but who would this affect besides drows? Reflect/purify light in well-lit areas - again, what does this do? Damage? How often does it kick in? Additional AC - yeah, this character is naked and doesn't get __any__ of the benefits of eq (__no__ hp/mana/mv bonuses, which really become quite substantial later on, plus have to cast all spells except haste and sanc), they do have a fair amount of attacks and with the update allowing martial arts to work while shifted do a decent amount of damage.. but still nothing to compare with someone who wears a full set of armor and a weapon. Human/Avatar More DP/Pneuma - sounds good. 50% less time in void - sounds good. Can plane-travel - hmm.. could be interesting, again, what exactly would this entail? Dwarf/Berserker Enhance stats of weaponry - sounds good, exact modifications able to be made to items? 20% more damage with axes/hammers - love it. 33% faster hp/mana/mv regen undergroud - cool, sounds good, but what areas count as this? Extra attack whlie wearing 2-handed axe - No. With the 20% extra damage, I think that's enough. Almost everyone seems to want to give their race an extra attack. Bah. Lich/Wraith Locate items/characters farther than normal using energy to do so - sounds good. Deflect magic - exact meaning, please? Minotaur/Hellbaron 20% less damage except fire - might be a bit overpowered, not sure.. –- (alternatively) Star's ram and take blow to horns for less damage - might be good.. either way would be more balanced than the full 20% off all. Having Horns - sure, why not.. plus can help in other things (previous suggestion) Drow/Spectre 33% dodge aggro mobs - nice, sounds good 33% evade tracking - again, sounds good auto-sneak/hide in dark areas - yet again, I like it 50% faster hunt/autohunt - first, there's an autohunt? Second, might be a tad fast.. 30-40%, I'd say (let's put 33% for __everything!__ (heh)) Extra attack - No, enough of this. Let them be defensive.. give them a personality, don't just make them be another "all-arounder". Plus, as Ert said, might be too much. Vampire/Fiend Tail - I agree with Ert, extra attack .. nah. Yet again, people want more attacks for their race.. if any race should get this, only a scant few. auto-detect invis/hidden (I believe? .. or was that already in the game?) - sounds good Detect hidden items/exits - as was said, very limited application, but sure, why not. Hear conversations rooms away - ok, sure.. but should be able to turn it off, as it could get annoying.. especially in chat, heh. Other random "smoke" deal - smoke making un-attackable could really be abused to get through tough pk locations, such as river, etc.. As for against mobs.. CoG already does that. Bats - I like the idea of 6-12 bats much better.. wouldn't screw with the game nearly as much, and wouldn't make it a seemingly-invincible escape. Sith/Naga Spit acid/poison - hmm.. maybe Shed to regen quickly - the shedding just a reason for standard fast regen? or do you actually have to do something to activate this? Lay eggs to make Sith-lings - interesting, but just how useful will these little guys be? I mean currently, leveling in forms sucks, and they would contribute much less than a player. I don't know how much damage they'd do (or be able to take), but perhaps would they help out in pk? Or, if intended as more of general aids, would it be possible to make an exception to the form exp rules to make all the exp go to you? (and only have a very small limit for these guys, if you do that) (wipes brow) Ok, that should get most of what was said. Now, to get back to work, would love to hear feedback and all that good stuff.posted in Adjustments Archive
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RE: Remort races + Remort abilitiesThe main reason that Dragons have gotten what attention they have is because I talked to Syn about it personally, not because of any favoritism or any crap like that of his. And I can give the stats on Draconian/Dragon: Resist: charm blunt fire Vulnerable: cold .. (we need more cold stuff!) Class Affects: detect hidden Racial Affects: infrared flying Special Abilities: breaths Remort Additions: ability to wear two-handed weapon in primary hand, and once it's implemented, higher breath damage.posted in Adjustments Archive
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RE: Remort Racial changesNo. The vuln to piercing was removed with good reason, by Syn.. long ago. The help files just haven't been updated is all. And a Dragon is no more vulnerable to getting stabbed in the heart than any other race. Or by that logic, their scales should also deflect most slashing blows, or in game terms, given a resistance to slash damage. Now both Draconian and Dragon already have a resistance to bash, I think it'd be pretty interesting if we Dragons were also given a resist to slash and to counterbalance, a slight vuln to pierce.posted in Suggestions Archive
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RE: TitansI'm not saying remove Titanic Attack. I'm just saying remove the ability of Titans to wear two-handed weapons in primary hand. They'll still have their extra attack but won't have the first however many attacks be based on a much more powerful weapon. Also, I'm in complete agreement with Fear in that since Titans have the most hp, they should have the least mana. It just doesn't make sense that they have both more hp and more mana than Minos, the other high-hp, low-mana race.posted in Adjustments Archive
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RE: Vamp/FiendsWhile this does sound like an interesting idea that could separate the races more (which is definitely what I want), I honestly think that at this point in time this would create more problems than it would fix.posted in Adjustments Archive
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RE: Vamp/Fiendsposted in Adjustments Archive
~~@Pravus:~~ > Remorted vampires, fiends, should gain an increased strength stat-cap, above 25, …
hmm.. I think this sounds like a bit much of an advantage. Vamp/Fiend already has a ton going for it. -
RE: Backstab = uselessposted in Adjustments Archive
~~@Spunky:~~ > it only has one round of lag > > And it's damage on top of the round of combat that follows it..worth it if you ask me
Ok, one round of lag, but the next round allows them to hit you, where as attacking doesn't and does more damage than the backstab. -
RE: Backstab = uselessWouldn't it be much simpler to just increase the damage multiplier on backstab?posted in Adjustments Archive