01-31-2015, 09:39 PM
Alright.
Lupines before were severely lacking. Golden Eyes and whenever at 50% they gain +2 STR/SKI/DEF which is pretty nice at level one, but whenever you get to higher levels is pretty useless. At 25% that effect doubles. The idea behind it was to provide Lupines with a more noticable 'buff' whenever their HP enters critical levels. Comparitively to a Felidae/Grimalkin's instinct, whom get reduced movement cost the lower and lower they get, Lupines get next to nothing besides +4 to STR/SKI/DEF wherein they're probably dead next turn anyways. The other instinct atleast gives them the ability to move away then heal. Or Attack Move Heal at critical HP.
Human's are rather lack luster. They get a free trait point for their starter talent, which is nice. However, this doesn't provide much of a bonus. They also get 2 class skill points which doesn't actually do that much for them aside from give them a weeee bit better options as some classes. Though, arguably most classes don't have a real big desire for 2 more class points because you're generally hurting for the skill slots to equip all of it, or the class just flat out doesn't have enough good/worthwhile skills to bother investing heavily into it. The idea was to make "Profession" also give you the ability to be better at certain crafts, which will bring in more people wanting to be humans. With +5 Class Points and an extra 12 talent points, this also gives people more choice with humans. They're one of the most diverse races, and can be practically anything.
Phenex need a buff because From the Ashes almost never procs as it is. 100% FP, if and only if. Most Phenex would not ever have 100% FP. It requires to much effort to actually properly do it and currently gives a 10 turn delay before it can be used again. That's hefty. We thought about changing it to something else, but instead stuck to the same general concept of the race. They can come back from the dead, but are severely at a disadvantage because of it. Anything that would smack them down to 0 HP when they have above 50%, and aren't on C/D for it will KO them but they'll get right back up. Simple as that. It never procs as is, even a 75%+ FP requirement would fix the issues contained with that. Revive is rather pointless/useless as it is. Currently it takes 10% of your max HP, 20 FP, and it revives a target with 5 HP. A phoenix spell will heal more people in an area for less damage to yourself and revive them for more. That shouldn't happen. Phenex should have a better version of this since it is their racial trait. Flight because they can fly, as you've said thy can, howver they don't gain any of the maneuverability bonuses that Corbies do simply because of how skilled Corbies are with aerial combat. They can go airborne, and instead of Ice/Dark weakness, we decided to follow a similar motif to your "flameblood" Monsters. They're weak to Water, and in the case of the wings of fire, which are pretty much what Phenex have, they gain a wind weakness however minor. The Ice/Dark motif
didn't really seem to work for much beside the idea that the opposite of fire is ice and the opposite of light is dark.
Umbral's are lame. Very very lame. What we decided to do was that if an Umbral 'faded out' they could perform obscure, from the void assassin class, and get rid of something pinpointing them. Useless in most cases but definitely strong. While blending in to the background, they'd gain extra dodge, and be under the effects of "Sneak". At night it costs less because it's easier. The idea behind the "mark" was that it didn't really do much. 3 FP for getting smacked by magic wasn't really that good unless you were going against a MG whom used damage shells and triggered a lot of magical damage on you. It wasn't that good, or strong. So we opted to give them the FP regen based on how much they take so if they take a 300 damage overload at night, they're getting 20% of that damage as FP as well as taking the full brunt. Simple, yet effective. Noctis Arcana was good, but really affected gameplay. Low level Umbrals couldn't really do anything with spells if they were summoners, and they could chain-cast at night like there was no tommorow if they did it properly which caused some balance issues. 25% off at night and 10% more during the day balances this out nicely and keeps the same effect going.
Shaitan's Black Rend was kind of lame before. 4+75% STR auto-hit that ignores defense was nice, but for the FP cost it was kind of lame. So, we decided to toss them a bone and have it also inflict 'fear' and have a good level scaling so that it's also worthwhile to do as a high level. Dark Claws was 'nice' before, but very overpowering with a gunner. +4 damage to each bullet for just having claws was kind of weird. "Look mah I got claws and can fire my gun harder now." didn't make sense. So we bumped up the damage for things that made sense. Made it scaling based on level. +12 damage to most basic attacks gives them a leg up and more viable to play with besides "My growths are tanky".
Oracle's. Well. Oracles were practically replaced with a trait everyone could get. One that shouldn't have ever been added to the game, but I digress. In addition to what it does now, we made the Oracle be able to get rid of 'backstab' bonuses from targets within 1 range. Which means they can see the person coming to know to turn and get the heck outta there. Cutthroat still applies, as do attacks at range for those ranged assassins. Their Future Vision was also kind of lame, we bumped it a bit, but its understandable if we don't want it to get too good.
Papilions, which a lot of people seem to have a problem with in this thread, got nerfed for good reason. One of their status effects was so debilitating, and slightly random, that it won them fights. Fpr 1 Momentum you could instantly gib duelist based characters or Martial Artist based characters just by going "BUTTERFLY I CHOOSE YOU!" It wasn't cool. The slight FP upkeep was implemented to counter the spam summoning, as well as implementing a cap to how many you could have out. A necessary evil in the game of 'racial equality'. I do like the idea that Aposemagika stops the upkeep so long as it's active, so that will be a change that I'll put up soon. As for the Aposemagika nerf, it status effected people whether they hit you or missed. It was kind of really lame.
Elves come from Atlantis- I mean, Mersales. A utopia built by the goddess Mercala. Yet they only have water resistance for whatever reason. Reading over their racial ability, they 'haven't built up a tolerance to the dark magic of the outside world." even though some/most elves that have been born as of recent times have not actually come from Mersales directly. They were born outside of there. This lead us to believe it was poor genetics that did such, and since we couldn't find a way to actually give them more 'fun' stuff without being even more cliche than Elves already are, we gave them Light resistance because they are the children of the goddess of Life. The same reasoning as to why Mechanations get 50% resist for 25% weakness. "They don't got much going for them."
Zeran superiority is trash and we all know it. Let's be real. So we gave them an easier way to smack people and dodge people if they're facing away. Fun times, right? Their crown of Heaven also had a lack-luster add on that was entirely null-and-void by the fact that you could already see your opponents FP anyways. So we changed it to a "See spells they have" and they now get a bonus and FP regen if they have enough FP. Fair nuff.
Liches need a buff, and it was between Sderg's Arcane shield idea from forever ago, Akashic Burn for people attacking a Lich and dealing physical damage within 1 of LVL/2 unresistable magic damage, or just give them DR to every damage for and call it a day. We went with the more easily implementable route since they die so so easily to just about everything.
Glykin's Banquet penalty isn't really a penalty and it doesn't stop a vampire from gaining essence, nor does it really do that much damage. It deals Light damage equal to however much Essence they would have gained, and they still gain said essence. Useless. We changed it to LVL+FAI light damage, since most vampires take the trait to give half holy damage and +5% light resist. This makes FAI a more inclusive stat since Glykin are one of the only ones to actually get the stat with a base growth. Along with that we buffed the powers Quatiary (isthataword?) Fourth effect, which is to remove the bads based on a FAI% chance.
Wyverntouched were pretty good. No one really used Absorb Poison though because generally, if its happening, it's a hexer doing it. No reason to absorb your friends poison when you can just murder every enemy on the field. So we gave the ally poison immunity alongside that poison absorb since they're such a good omen.
Hyattr's are good, their 50% wind weakness is such a glaring weakness however that it's utterly game breaking and to cover it up they have to leave themself open in numerous other areas. That wasn't exactly 'cool'. Anyperson having a 50% weakness to a common element is bound to get gimped. So we changed it to follow the same logic behind the Wings of Fire, which is what their 'weakness' trait is called. Fire Wing. We gave them awind and water weakness of 25%. Hope you don't mind getting wet.
Mechanation's are great, and Mechanical Strength should just apply at half-power to BW. Tada, it's balanced since Mechs make a good pretty much everything.
Redtail's are good, and don't want to be metagamed. They can instead opt to just not roll and reap no benefits or penalties tied therein.
Doriad's were kind of hard. We wanted to try giving them regen of some sort for being near flowers, but in the thinking process we deemed it a little bit OP. FP regen of 1% during the day, or 1% HP/FP regen during the day alongside the Wild Grass benefits to help the little buggers land off their wild grass and for it to actually last longer than 1 round would be nice. Two if they're slower. It's not like half the classes in
the game can't move whenever immobilized or have a way to remove it, or don't get a bonus for being immobilized
( Looking at you Summoner Legume ).
Lupines before were severely lacking. Golden Eyes and whenever at 50% they gain +2 STR/SKI/DEF which is pretty nice at level one, but whenever you get to higher levels is pretty useless. At 25% that effect doubles. The idea behind it was to provide Lupines with a more noticable 'buff' whenever their HP enters critical levels. Comparitively to a Felidae/Grimalkin's instinct, whom get reduced movement cost the lower and lower they get, Lupines get next to nothing besides +4 to STR/SKI/DEF wherein they're probably dead next turn anyways. The other instinct atleast gives them the ability to move away then heal. Or Attack Move Heal at critical HP.
Human's are rather lack luster. They get a free trait point for their starter talent, which is nice. However, this doesn't provide much of a bonus. They also get 2 class skill points which doesn't actually do that much for them aside from give them a weeee bit better options as some classes. Though, arguably most classes don't have a real big desire for 2 more class points because you're generally hurting for the skill slots to equip all of it, or the class just flat out doesn't have enough good/worthwhile skills to bother investing heavily into it. The idea was to make "Profession" also give you the ability to be better at certain crafts, which will bring in more people wanting to be humans. With +5 Class Points and an extra 12 talent points, this also gives people more choice with humans. They're one of the most diverse races, and can be practically anything.
Phenex need a buff because From the Ashes almost never procs as it is. 100% FP, if and only if. Most Phenex would not ever have 100% FP. It requires to much effort to actually properly do it and currently gives a 10 turn delay before it can be used again. That's hefty. We thought about changing it to something else, but instead stuck to the same general concept of the race. They can come back from the dead, but are severely at a disadvantage because of it. Anything that would smack them down to 0 HP when they have above 50%, and aren't on C/D for it will KO them but they'll get right back up. Simple as that. It never procs as is, even a 75%+ FP requirement would fix the issues contained with that. Revive is rather pointless/useless as it is. Currently it takes 10% of your max HP, 20 FP, and it revives a target with 5 HP. A phoenix spell will heal more people in an area for less damage to yourself and revive them for more. That shouldn't happen. Phenex should have a better version of this since it is their racial trait. Flight because they can fly, as you've said thy can, howver they don't gain any of the maneuverability bonuses that Corbies do simply because of how skilled Corbies are with aerial combat. They can go airborne, and instead of Ice/Dark weakness, we decided to follow a similar motif to your "flameblood" Monsters. They're weak to Water, and in the case of the wings of fire, which are pretty much what Phenex have, they gain a wind weakness however minor. The Ice/Dark motif
didn't really seem to work for much beside the idea that the opposite of fire is ice and the opposite of light is dark.
Umbral's are lame. Very very lame. What we decided to do was that if an Umbral 'faded out' they could perform obscure, from the void assassin class, and get rid of something pinpointing them. Useless in most cases but definitely strong. While blending in to the background, they'd gain extra dodge, and be under the effects of "Sneak". At night it costs less because it's easier. The idea behind the "mark" was that it didn't really do much. 3 FP for getting smacked by magic wasn't really that good unless you were going against a MG whom used damage shells and triggered a lot of magical damage on you. It wasn't that good, or strong. So we opted to give them the FP regen based on how much they take so if they take a 300 damage overload at night, they're getting 20% of that damage as FP as well as taking the full brunt. Simple, yet effective. Noctis Arcana was good, but really affected gameplay. Low level Umbrals couldn't really do anything with spells if they were summoners, and they could chain-cast at night like there was no tommorow if they did it properly which caused some balance issues. 25% off at night and 10% more during the day balances this out nicely and keeps the same effect going.
Shaitan's Black Rend was kind of lame before. 4+75% STR auto-hit that ignores defense was nice, but for the FP cost it was kind of lame. So, we decided to toss them a bone and have it also inflict 'fear' and have a good level scaling so that it's also worthwhile to do as a high level. Dark Claws was 'nice' before, but very overpowering with a gunner. +4 damage to each bullet for just having claws was kind of weird. "Look mah I got claws and can fire my gun harder now." didn't make sense. So we bumped up the damage for things that made sense. Made it scaling based on level. +12 damage to most basic attacks gives them a leg up and more viable to play with besides "My growths are tanky".
Oracle's. Well. Oracles were practically replaced with a trait everyone could get. One that shouldn't have ever been added to the game, but I digress. In addition to what it does now, we made the Oracle be able to get rid of 'backstab' bonuses from targets within 1 range. Which means they can see the person coming to know to turn and get the heck outta there. Cutthroat still applies, as do attacks at range for those ranged assassins. Their Future Vision was also kind of lame, we bumped it a bit, but its understandable if we don't want it to get too good.
Papilions, which a lot of people seem to have a problem with in this thread, got nerfed for good reason. One of their status effects was so debilitating, and slightly random, that it won them fights. Fpr 1 Momentum you could instantly gib duelist based characters or Martial Artist based characters just by going "BUTTERFLY I CHOOSE YOU!" It wasn't cool. The slight FP upkeep was implemented to counter the spam summoning, as well as implementing a cap to how many you could have out. A necessary evil in the game of 'racial equality'. I do like the idea that Aposemagika stops the upkeep so long as it's active, so that will be a change that I'll put up soon. As for the Aposemagika nerf, it status effected people whether they hit you or missed. It was kind of really lame.
Elves come from Atlantis- I mean, Mersales. A utopia built by the goddess Mercala. Yet they only have water resistance for whatever reason. Reading over their racial ability, they 'haven't built up a tolerance to the dark magic of the outside world." even though some/most elves that have been born as of recent times have not actually come from Mersales directly. They were born outside of there. This lead us to believe it was poor genetics that did such, and since we couldn't find a way to actually give them more 'fun' stuff without being even more cliche than Elves already are, we gave them Light resistance because they are the children of the goddess of Life. The same reasoning as to why Mechanations get 50% resist for 25% weakness. "They don't got much going for them."
Zeran superiority is trash and we all know it. Let's be real. So we gave them an easier way to smack people and dodge people if they're facing away. Fun times, right? Their crown of Heaven also had a lack-luster add on that was entirely null-and-void by the fact that you could already see your opponents FP anyways. So we changed it to a "See spells they have" and they now get a bonus and FP regen if they have enough FP. Fair nuff.
Liches need a buff, and it was between Sderg's Arcane shield idea from forever ago, Akashic Burn for people attacking a Lich and dealing physical damage within 1 of LVL/2 unresistable magic damage, or just give them DR to every damage for and call it a day. We went with the more easily implementable route since they die so so easily to just about everything.
Glykin's Banquet penalty isn't really a penalty and it doesn't stop a vampire from gaining essence, nor does it really do that much damage. It deals Light damage equal to however much Essence they would have gained, and they still gain said essence. Useless. We changed it to LVL+FAI light damage, since most vampires take the trait to give half holy damage and +5% light resist. This makes FAI a more inclusive stat since Glykin are one of the only ones to actually get the stat with a base growth. Along with that we buffed the powers Quatiary (isthataword?) Fourth effect, which is to remove the bads based on a FAI% chance.
Wyverntouched were pretty good. No one really used Absorb Poison though because generally, if its happening, it's a hexer doing it. No reason to absorb your friends poison when you can just murder every enemy on the field. So we gave the ally poison immunity alongside that poison absorb since they're such a good omen.
Hyattr's are good, their 50% wind weakness is such a glaring weakness however that it's utterly game breaking and to cover it up they have to leave themself open in numerous other areas. That wasn't exactly 'cool'. Anyperson having a 50% weakness to a common element is bound to get gimped. So we changed it to follow the same logic behind the Wings of Fire, which is what their 'weakness' trait is called. Fire Wing. We gave them awind and water weakness of 25%. Hope you don't mind getting wet.
Mechanation's are great, and Mechanical Strength should just apply at half-power to BW. Tada, it's balanced since Mechs make a good pretty much everything.
Redtail's are good, and don't want to be metagamed. They can instead opt to just not roll and reap no benefits or penalties tied therein.
Doriad's were kind of hard. We wanted to try giving them regen of some sort for being near flowers, but in the thinking process we deemed it a little bit OP. FP regen of 1% during the day, or 1% HP/FP regen during the day alongside the Wild Grass benefits to help the little buggers land off their wild grass and for it to actually last longer than 1 round would be nice. Two if they're slower. It's not like half the classes in
the game can't move whenever immobilized or have a way to remove it, or don't get a bonus for being immobilized
( Looking at you Summoner Legume ).