RFC - races

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eggmceye
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RFC - races

Post by eggmceye »

I want to quickly beef up non humans and non trolls this week. Here are some ideas

* shadowfolk - replace +10% dex with +100 dex
* bk - replace all current perks with perm vamp attack buff (ie health restoring attacks)
* gnome - maybe reduce max aep time from 50% to 25% or make immune to aep ? gnomes only need to be slightly more attractive, so maybe make int and dex bonus +15%
* half orc - scrap the -10% int, maybe make tactics boost +30%
* drac - maybe increase MR to +15%, the +10% dmg is pretty good (it more than makes up for losing -9% xp)

what I would really like to hear are some simple, unique abilities each race could have. Eg trolls have dual wield, humans get dual class, orcs get no armour movement penalty (which is under-utilised). Also humans will soon be less attractive.

Picking your race should be a tough choice.
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Re: RFC - races

Post by Evanthia »

Is there any room for argument in this?

As a bloodkin I don't consider perm vamp replacing our int/mr bonus as beefing up, since I'd be losing both my attack and defense in exchange for a small health boost that wouldn't be very useful considering my low health. Of course, I don't know how large of a vamp boost we'd get, but if it's comparable with vamp staves I don't think it would be much of a 'beefing up'.
Sorry, I know everyone puts their 2-cents in and you're probably sick of hearing me complain about stuff, but I really don't know if I like the idea of losing the bonus int/mr that I chose bloodkin for in the first place over something I get just as easily from staves.
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Re: RFC - races

Post by Severian »

eggmceye wrote:I want to quickly beef up non humans and non trolls this week. Here are some ideas

* shadowfolk - replace +10% dex with +100 dex
* bk - replace all current perks with perm vamp attack buff (ie health restoring attacks)
* gnome - maybe reduce max aep time from 50% to 25% or make immune to aep ? gnomes only need to be slightly more attractive, so maybe make int and dex bonus +15%
* half orc - scrap the -10% int, maybe make tactics boost +30%
* drac - maybe increase MR to +15%, the +10% dmg is pretty good (it more than makes up for losing -9% xp)

what I would really like to hear are some simple, unique abilities each race could have. Eg trolls have dual wield, humans get dual class, orcs get no armour movement penalty (which is under-utilised). Also humans will soon be less attractive.

Picking your race should be a tough choice.
- shadowfolk: add +5% stealth (not sure if this will help at all or if it will help too much)
- bloodkin: add +5 vigour
- gnome: change 50% AEP time to 25% AEP time
- halforc: change +10% str to +15% str, remove -10% int
- draconian: change +10% mr to +15% mr

also ... when you say humans will be less attractive, are you refering to the changes to VM and its dual-class penalties (only)? and if not, what are the other nerfs?
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Re: RFC - races

Post by Heikki »

Some ideas:

* shadowfolk :
Levitate --> Permanent fly
Enchance potions --> Potions are 20% more effective

* bk :
Elemental --> Immune to lava damage,
Ancient knowledge --> Improved WoT use

* gnome :
Nimble fingers --> No damage from chest traps
Chef --> Monsters drops 50% more often corpses

* half orc :
Battle frenzy --> Gain rage 10% faster
Might over magic --> At full rage have +10% to MR (If he uses special move, he loose MR bonus)

* drac :
Scholar --> Can train any skill up to 105%
Last edited by Heikki on Tue Apr 20, 2010 5:09 pm, edited 1 time in total.
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Re: RFC - races

Post by Evanthia »

Those are some interesting ideas Heikki, I guess I'll add my own usable ideas too instead of complaining alone:

Shadowfolk
Phase/incorporeal/whatever you want to call it- natural +3-5% chance to dodge an attack, independent of the dodge skill
shadow blend- automatic invisibility at night, so long as they're not using a torch/light of some kind

Bloodkin
Blood Magic- When there isn't enough mana to cast a spell the bloodkin will use health instead, at an equal rate
Innate Ritualism- improved chance for all wands, including deconstruction/enchanting/WoT

Not really good with ideas for non-magically based races, so I'll keep my stupid ideas for them to myself
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Re: RFC - races

Post by Ozimandias »

Heikki wrote:Some ideas:

* shadowfolk :
Levitate --> Permanent fly
Enchance potions --> Potions are 20% more effective

* bk :
Elemental --> Immune to lava damage,
Ancient knowledge --> Improved WoT use

* gnome :
Nibble fingers --> No damage from chest traps
Chef --> Monsters drops 50% more often corpses

* half orc :
Battle frenzy --> Gain rage 10% faster
Might over magic --> At full rage have +10% to MR (If he uses special move, he loose MR bonus)

* drac :
Scholar --> Can train any skill up to 105%
I LOVE the Battle Frenzy. That would get my half orc outta soo many tough situations. The Chef is a nice idea, too. The Nimbe fingers I thinkg should be "half damage, no lethal damage," and I don't like the always levitating thing for the Shadow folk (unless its a special ability that lasts about 3 or 4 min with a VERY long cooloff rate)
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Re: RFC - races

Post by 1[WoWz] »

eggmceye wrote:I want to quickly beef up non humans and non trolls this week. Here are some ideas

* shadowfolk - replace +10% dex with +100 dex
* bk - replace all current perks with perm vamp attack buff (ie health restoring attacks)
* gnome - maybe reduce max aep time from 50% to 25% or make immune to aep ? gnomes only need to be slightly more attractive, so maybe make int and dex bonus +15%
* half orc - scrap the -10% int, maybe make tactics boost +30%
* drac - maybe increase MR to +15%, the +10% dmg is pretty good (it more than makes up for losing -9% xp)

what I would really like to hear are some simple, unique abilities each race could have. Eg trolls have dual wield, humans get dual class, orcs get no armour movement penalty (which is under-utilised). Also humans will soon be less attractive.

Picking your race should be a tough choice.
I like all of those ideas. However I personally will stay human as long as they get slightly better xp.
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Re: RFC - races

Post by TheOneGuy »

i would like some race to get a perk where there mana would block 2/3 of incoming damage but for every point of damage blocked you loose 3 mana a 90 damage hit you wold take 30 damage and loose 180 mana
all i want is a test server for maped then ill be happy ...
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Re: RFC - races

Post by eggmceye »

like mana ball from diablo?

some really cool posts in this thread :cool:
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Re: RFC - races

Post by Heikki »

Even more odd ideas:

* shadowfolk :
Master mind --> Immune to sleep etc mind effects.
Mutate --> Gets 4 + d4 skill poists on every levels (not just 6)

Bad things:
Hated --> Can not talk with NPC sellers

* bk :
Consume corpses --> Can channel full mana and hp from corpses on ground

Bad things:
Liquid --> OG and VOG makes 50% more damage

* gnome :
Deadeye David --> Can use only slings on ranged if rogue.. but gets 50% damage on slings
Explorer --> Automatically reveals minimap
Slayer --> 25% more damage on giants, ettins etc

Bad things:
Brittle Bones --> Gets 25% more damge on melee attacks

* half troll
Adrenaline Rush --> Special moves uses 10% less rage
Quick Recovery --> Hp regen

Bad things:
Shaman --> Can not never learn priest skills

* half orc :
Good Constitution --> +10% hp
Elite Warrior --> Trains warrior skills 10% faster, 110% max on warrior skills
Pack Rat --> Can carry 25% more weight

Bad things:
Stoopid --> Can not never learn magery skills
Weak-Minded --> AEP and XJ are 25% more effective

* drac :
Thick Skin --> +5% ac
Navigation --> Full speed on raft
Natural Mage --> Trains magery skills 10% faster, 110% max on magery skills

Bad things:
Cold blood --> needs 5% more xp to gain level
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Re: RFC - races

Post by eggmceye »

Kin wrote: I like all of those ideas. However I personally will stay human as long as they get slightly better xp.
+10% damage is pretty much the same as +10%xp
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Re: RFC - races

Post by Heniek »

Now that we have elemental resistances, some races can be resistant to certain element. For example:

bloodkin - +10% int, 20% fire resistance

Or alternatively, instead of constant bonuses, some of them can increase with level:

bloodkin - +10% int, 5% fire resistance per every 50 levels

draconian - +10% dmg, 5 vigour per every 25 levels

Obviously such bonuses should be calculated in other way on PD and NG(especially NG).
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Re: RFC - races

Post by LaughingCoyote »

Random ideas, not particularly tied to any race.

Mountainwalk: Walk where you normally have to use grappling hooks. --> halftroll?

Swimming: But only in shallow water. --> human?

Golden touch: 10% more gp drops from monsters. --> human?

Night-eyes: Full nightvision during full dark (ie night time, caves & dungeons), no visibility (glare) during the day and around light sources. (ie inverted vision). Carrots help sight during daylight, or maybe sunglasses/shade item drops. --> shadowfolk

Heightened Awareness: Traps and secret doors within 1 or 2 squares are visible. --> gnomes?

Stronger pull: +1 square for ranged attacks. --> draconian? half-troll?

Absorb mana: spell damage regenerates your mana, proportional to damage dealt (it more it hurts you, the more mana you get back). -->bloodkin?
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Re: RFC - races

Post by LaughingCoyote »

Heniek wrote:Now that we have elemental resistances...
Since when? :-S
Hecate wrote: I feel even more evil than ever, milking cows before killing them.
eggmceye wrote:pretty cool having vigour put in the manual after 14 years X-D
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Re: RFC - races

Post by Evanthia »

LaughingCoyote wrote:
Heniek wrote:Now that we have elemental resistances...
Since when? :-S
Foods, roast blue gives lightning (VOG/OG) resistance, roast red gives fire (VF) resistance, etc. Not sure what else these resistances help with, but you get the idea.
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Re: RFC - races

Post by Holdway »

I find races work best when they each specialise, and are very different from each other; so that each race in it's own way appears overpowered and therefore tempting to play.

Multiclasser

Human: -
125% class cap
+10% xp
+ 5 points in stat relating to their initial class

Mage Specialist

Draconian: -
+25% magic damage
+25% MR

Unable to wear Heavy Armour

Bloodkin: -
+25% Int
Minor vamp effect

-10% defence

Fighter Specialist

Half Troll: -
+25% Hp
Increased HP regeneration (doubled from current)

-10% Dexterity

Half Orc: -
+25% Strength
+15% tactics (to a max of 115%)
No speed reduction with heavy armour

-10% Intelligence

Rogue Specialist

Gnome: -
+25% Dexterity
+15% swing speed while dual wielding
Walks at full speed while stealthed

-10% Strength


Shadowkin: -
+1 Nightvision every 20 levels. Capped at +5
+15% shortswords
+15% ranged weapons
+20% Backstab damage

-10% MR
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Re: RFC - races

Post by eggmceye »

here's what I'm up to ... PROPOSED changes in orange

human
+10% xp
+25% class cap + versatility (reg only)
(don't forget VM will get an additional cooloff of up to +8sec (on top of 7) for fully dual classed humans)

half troll
hp regen
dual wield any 1h weps
(u/a weapons are becoming 2h so they can no longer be dual/w)

draconian
+15% dmg (magic and normal)
+15% mr
can polymorph into a drake that lets them fly at raft speed anywhere on continent but otherwise they are unchanged as far as combat ability goes

half orc
+10% str
-10% int
+15% tactics
no heavy armour penalty for movement
for each point of rage you gain +1 mr ... up to +100 mr

gnome
+10% dex
+10% int
full stealth walk speed
50% less aep time
no 2h wep
either can search a chest and see & flag trapped at any traps skill
OR has full time detect traps but only when trap is adjacent



shadowfolk - updated in 0.96j, Feb 20, 2010
+2 NV
+15% shortswords
+15% ranged
+10% DEX
comes with an racial ability to hide into shadows at any time and go invisible, but comes out of hiding when moves

bloodkin - updated in 0.96j, Feb 20, 2010
+10% MR
+15% attack strength
+10% int
either a slight vamp or leech with all dmg done


also now is a good time to consider new races with all these things posted.
Dwarves and undead are obvious additions. There is already a dwarves thread viewtopic.php?f=12&t=4018 - best thing abt dwarves is that many avs are more or less done
be great to merge some of these ideas into some new races

I find races work best when they each specialise, and are very different from each other; so that each race in it's own way appears overpowered and therefore tempting to play.
- "I find races work best when they each specialise" - DISAGREE - I actually tried to make each race useful for 2 or more classes but as with everything in euo that I do it's success is debatable
- "and are very different from each other" - AGREE
- "so that each race in it's own way appears overpowered and therefore tempting to play" - AGREE


none of this is final yet - be nice to settle by thurs/fri
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Re: RFC - races

Post by Broden »

eggmceye wrote:here's what I'm up to ... PROPOSED changes in orange

draconian
can polymorph into a drake that lets them fly at raft speed anywhere on continent but otherwise they are unchanged as far as combat ability goes

half orc
for each point of rage you gain +1 mr ... up to +100 mr

gnome
either can search a chest and see & flag trapped at any traps skill
OR has full time detect traps but only when trap is adjacent


shadowfolk - updated in 0.96j, Feb 20, 2010
comes with an racial ability to hide into shadows at any time and go invisible, but comes out of hiding when moves
1st. Those proposed changes are pretty cool. I am interested in playing a draconian or gnome on PD when those changes go live.

2nd. I'd like to applaud the direction you went with those changes. These are a positive buff that makes those classes more attractive without causes a negative impact on the other races. Basically ... thank you, seriously.
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Re: RFC - races

Post by Keighn »

Shadowfolk higher backstab damage.

I'm pretty happy orcs are losing the int penalty even though I've been slogging through with an orc mage on pd. Still its been fun working against the penalty.

Will there be an RFC - Weapons/Armour thread and RFC - Classes thread? I'm kind of sad about the 2h ua weapons as I loved the boxing effect. Gnome monks will now be outlawed due to the 2hness of ua weapons. I do hope a monk class changes this maybe pugilism skill as well.

I see some ideas in this thread that would be great for dwarves. Didn't know about undeath being a new race.
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Re: RFC - races

Post by TheOneGuy »

eggmceye wrote:
also now is a good time to consider new races with all these things posted.
Dwarves and undead are obvious additions. There is already a dwarves thread viewtopic.php?f=12&t=4018 - best thing abt dwarves is that many avs are more or less done
be great to merge some of these ideas into some new races
race ideas

Dwarves-(almost done i kinda thought they were what else is there to do?)

Undead- assuming you dont want to use the evil mobs pictures i could make some{or playing as undead you would unlock at level 50 or so and you would be an evil mob hunting down poor poor adventurers [would need to make a town full of weak good mobs for them to level on]BUT this would take forever to script LAUGHING OUT LOUD LIKE A MORON}

Naga- last avs were kinda crapy but i did them at 3 am so ... ya

Minotaur

HellSpawn?-well you said undead we have 1/2 dragons/trolls so thought i would toss it out there

Jotnar-Norse giants

Gargoyle

and thats every idea i could pull out of my ass
all i want is a test server for maped then ill be happy ...
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