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RacesSun Sep 29 09:50:54 2013 MST
Tomten
player
online
I was looking at races and noticed that fighter races are pretty bad
when it comes to skill max compared to caster races with spellmax.
There is one caster race which is leprechaun(kobold counterpart in
my book) that has 90% spellmax, all other races got 95 or 100, from
what i can see.
If we look at fighter races we got 4 races with 90% skillmax,
cromagnon, kobold, troll, xorn.
I'm wondering if any of these races could be looked over and have
their skillmax raised to 95, so there would be some more variety of
races played.
>RacesSun Sep 29 18:16:43 2013 MST
Tranquil
player
offline
On Sun Sep 29 09:50:54 2013 Tomten wrote post #413:
> I was looking at races and noticed that fighter races are pretty bad
> when it comes to skill max compared to caster races with spellmax.
> There is one caster race which is leprechaun(kobold counterpart in
> my book) that has 90% spellmax, all other races got 95 or 100, from
> what i can see.
> If we look at fighter races we got 4 races with 90% skillmax,
> cromagnon, kobold, troll, xorn.
> I'm wondering if any of these races could be looked over and have
> their skillmax raised to 95, so there would be some more variety of
> races played.

It's important to consider that caster guilds rely on both skill and
spell max to be effective, whereas fighter guilds require only skill
max. This gives fighter guilds the advantage as they require fewer
wishes to overcome racial skill/spell max limitations. The
skill/spell max loadouts for the caster-oriented races reflect this
limitation, as do their respective exp rates.

A rebalance for some races might be due, but not on the basis of
skill and spell max comparisons for races designed for entirely
different combat types.
>>RacesMon Sep 30 13:32:44 2013 MST
Esoteric
player
offline
On Sun Sep 29 18:16:43 2013 Tranquil wrote post #414:
> spell max to be effective, whereas fighter guilds require only skill
> max. This gives fighter guilds the advantage as they require fewer
> wishes to overcome racial skill/spell max limitations. The
> skill/spell max loadouts for the caster-oriented races reflect this
> limitation, as do their respective exp rates.
>
> A rebalance for some races might be due, but not on the basis of
> skill and spell max comparisons for races designed for entirely
> different combat types.
>
Not when there are more affecting skills for melee. It is about the
same amount of things over-ally trained. Example: lvl 30 evoker.
Quick chant, blast spell, HEF, focused mind, regen trance,
evocation
reply 6 spells (again example)
Fig lvl 30
Attack,doublehit,stun,dodge,whirlwind attack,biofeedb
ck,multiweapons,weaponmaster, weapon skill blah
As you can see, its almost near to double for skills/spells vs
caster to skills vs fig. Another reason i agree with the revamp of
races, is all int/wis guilds equipment gives SUBSTANTIALLY more
prots/spr. I think those 4 crap races should be looked over (since
nothing has had a revamp except super races, since multi-armed
classes?)
>>>RacesMon Sep 30 13:39:31 2013 MST
Vor
admin
offline
avatar
415
f
i view those lesser fig races as the kind of races that you pick
early on for whatever reason, but not as races you'd choose later. I
dunno about you guys, but when i make a newbie martial artist, or
woodsman, or whatever, i don't train masteries past 75. I find troll
to be a great race to start fig with, even with tie 90% skill max.

and as far as what eq is available for what class, that has
absolutely NOTHING to do with the races themselves. until pretty
recently, you couldn't just sit around and heal caster sps, whereas
reffing is fairly easy. even now, sp healing is a lot trickier than
ep/hp healing.

if you wanted to balance this whole thing out, in my opinion a good
balance would be introducing caster races that were geared towards
newbies or made for newbie characters, rather than adding in more
fig races.

i would also point out that most of the caster races with decent exp
rates are god awful, and most of the great caster races have god
awful exp rates, whereas the good warrior races tend to balance out
more usefully.
>>>>RacesTue Oct 1 05:06:09 2013 MST
Tranquil
player
offline
On Mon Sep 30 13:32:44 2013 Esoteric wrote post #415:
> Not when there are more affecting skills for melee.

The number of skills required to be effective in fighter vs. caster
guilds is not relevant the the original complaint, or to my main
point. Fighters will only need skillmax wishes to maximise training,
while casters will need both skill and spell max wishes -
potentially twice as many wishes tied up in raising ability max.
This lowers the minimum requirement for races aligned with fighter
guilds to become 'viable', as we spoiled highbies tend to define
it.

On Mon Sep 30 13:39:31 2013 Vor wrote post #416:
> i would also point out that most of the caster races with decent
> exp rates are god awful, and most of the great caster races have
> god awful exp rates, whereas the good warrior races tend to
> balance out more usefully.

A lot of that is going to be related to the extreme specialisation
of caster guild stat usefulness. We all know that the #1 stat for
casters is spr, followed by the guild's choice of int/wis/maybe
both. Every other stat is either secondary or outright useless, and
so much of a caster race's 'balance points' are allocated in those
useless stats. By contrast, fighters need at least str, dex & con,
and hpr/epr/hpmax/possibly sta are also important for anyone who
likes to solo as a fighter guild. So the only wasted stat balance
points for fighter races are int/wis/spr/spmax, and maybe cha -
which are almost universally low in fighter race stat loadouts.

> in my opinion a good balance would be introducing caster races
> that were geared towards newbies or made for newbie characters,
> rather than adding in more fig races.

I completely agree with this statement, though I'm not sure it would
make a big difference to the current state of newbie caster
gameplay. The biggest hurdle to lowbie and newbie casters is a lack
of spr, and addressing that shortfall for lowbies without breaking
game balance is going to need something other than an update to
races.

Really what I would like to see is a regen buff that works in much
the same way as the current lowbie allskills/allspells buff.
Something that boosts hpr/spr/epr, starting at ~+50 and scales down
to 0/unavailable at level 20. This could be a 1-hour abjuration
granted by the newbie guild equipment machine perhaps?
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