non human multiclassing & class cap proposal

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Azalynn
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Re: non human multiclassing & class cap proposal

Post by Azalynn » Thu Oct 25, 2018 1:31 pm

eggmceye wrote:probably, it crossed my mind
plz.
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eggmceye
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Re: non human multiclassing & class cap proposal

Post by eggmceye » Thu Oct 25, 2018 1:39 pm

Mackey wrote:
Scrap XP bonus for humans or just apply it across the board to all races, and start humans at 175% class cap to make up for racial stat imbalance
how does this improve my proposal?

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Mackey
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Re: non human multiclassing & class cap proposal

Post by Mackey » Thu Oct 25, 2018 9:17 pm

eggmceye wrote:
Mackey wrote:
Scrap XP bonus for humans or just apply it across the board to all races, and start humans at 175% class cap to make up for racial stat imbalance
how does this improve my proposal?
Makes the game less grindy for non-humans and gives a reason to start humans off at 175% instead of 150%. The general concensus I’ve heard is that 150% class cap for humans still isn’t enough to account for non-human stat bonuses.

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Keighn
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Re: non human multiclassing & class cap proposal

Post by Keighn » Fri Oct 26, 2018 12:07 pm

I thought euo was all about the grind-addiction. If someone really loves the grind then you play only on reg.....

WHAT A RUSH!!!

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Heikki
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Re: non human multiclassing & class cap proposal

Post by Heikki » Sat Oct 27, 2018 2:07 am

eggmceye wrote:after a lot of talk on discord and re-reading this thread, this is the current proposal

a) non humans start at 125% cap and can use versatility to spend 38 levels at versatility to get to 200% cap (which is how humans work right now)
b) humans start at 150% and can use versatility to get 200% cap - so humans get a head start and only req spend exactly 25 levels to get to 200% - humans get 13 more levels to spend on stats
A nice one. Vote also for this! As long all get 200% all race/class combinations are available. Thousands of a new way to play the game :)
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Re: non human multiclassing & class cap proposal

Post by SanJorge » Sat Oct 27, 2018 2:41 am

Hmm , 75 extra stats from Human vs 470 (10% str/dex) from shadowfolk extra stats , race change is coming to Themis ! :mrgreen:

Maybe human needs another extra or there is no point to keep that race at max lvl.

PS: I got one, humans get 5% more effect (maybe damage and def) on myth-ed items.

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Re: non human multiclassing & class cap proposal

Post by Roopert » Sat Oct 27, 2018 5:07 am

eggmceye wrote:after a lot of talk on discord and re-reading this thread, this is the current proposal

a) non humans start at 125% cap and can use versatility to spend 38 levels at versatility to get to 200% cap (which is how humans work right now)
b) humans start at 150% and can use versatility to get 200% cap - so humans get a head start and only req spend exactly 25 levels to get to 200% - humans get 13 more levels to spend on stats
Sounds good to me!

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Re: non human multiclassing & class cap proposal

Post by eggmceye » Sat Oct 27, 2018 8:14 am

eggmceye wrote: a) non humans start at 125% cap and can use versatility to spend 38 levels at versatility to get to 200% cap
b) humans start at 150% and can use versatility to get 200% cap - so humans get a head start and only req spend exactly 25 levels to get to 200% - humans get 13 more levels to spend on stats
this is live on reg right now
pd & ng untouched
no plans for ng
pd may get a revision in future

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Azalynn
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Re: non human multiclassing & class cap proposal

Post by Azalynn » Sat Oct 27, 2018 12:15 pm

eggmceye wrote:
eggmceye wrote: a) non humans start at 125% cap and can use versatility to spend 38 levels at versatility to get to 200% cap
b) humans start at 150% and can use versatility to get 200% cap - so humans get a head start and only req spend exactly 25 levels to get to 200% - humans get 13 more levels to spend on stats
this is live on reg right now
pd & ng untouched
no plans for ng
pd may get a revision in future

bon voyage
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