No-Stat Race System

As an alternative to stats, we are playing around with a No-Stat Race System. In other words, races would have no stats at all but rather receive special powers based on their level (1, 25, 50, demigod). We are also considering special racial artifacts to allow you to gain the bonus of the next level (and something special for demigods).  Anyway, give us your feedback!

BTW, columns A-F on the google sheet can't be edited but if you want to make a suggestion in the spreadsheet, do it in column G (or any later column).
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Comments

  • Skimming it, looks really cool so far.
  • XenthosXenthos Shadow Lord
    Copy / paste issues:
    FaelingCommon, Elfen.Level 1 health regeneration in forest environments.Faeling gain the ability to FLY naturally.Faeling
    with the Crow specialisation gain a 2/10 bonus to poison damage.
    Faeling with the Night specialisation gain a 1/10 bonus to both
    aspyxiation and excorable damage. Elfen with the Shadowbeat specialisation again a 1/10 bonus to both poison and excorable damage.
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  • TarkentonTarkenton Traitor Bear
    That demi merian ability seems a little out of whack in regards to the maximum defensive buff it allows squadded people.  2/7 or 2/8 seems more appropriate imo.
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  • TurnusTurnus The Big Bad Wolf
    I like this direction very much. +1 from me.

    ~--------------**--------------~

    The original picture of Turnus is still viewable here, again by Feyrll.
  • Will races still have damage type weaknesses or other maluses?
  • XenthosXenthos Shadow Lord
    In addition: It seems like, under this suggestion, all of the organization specializations are weaker than the non-organization-counterparts unless they have the specific specializations mentioned; without the specialization, it's basically a missed-slot.

    If you're a Faeling without Night/Crow/Shadowbeat, and already have access to Flight amongst a guild skill, beastmastery, etc, the only racial bonuses you get are:
    1) Level 3 health regen in forests, and
    2) Level 2 mana / ego regen in forests.

    That's it.  Not much of reason to select that race.

    Suggestion: I feel that organization specialization bonuses should not consume a slot, but instead be an enhancement / addition in a slot.  So Elfen, Faeling, Viscanti, Dracnari, etc. should all have an actual bonus (unrelated to the requirement for a specialization) at level 50.  In addition, if they have the organization specialization, they get the current bonus as an addition (extra incentive to be that specialization, instead of "it's a waste to play this race unless you have the specialization").
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  • CyndarinCyndarin used Flamethrower! It was super effective.
    edited May 2015
    Still looking at it. First thing that caught my eye was Crow faelings get 2/10 for poison and night faelings get 1/10 for either asphyx or excoro, which actually comes out to .5/10 increase in damage for either nightgaze or nightkiss, because they are both split damage types. Druids, would get the full 2/10. I this context, 1/10 + 1/10 does not equal 2/10.

    edit: I like the overall idea! The details need some work though. Like merians give every 2/10 damage resistance, the equivalent of nightkiss, but faelings get level 2 regen which is kind of terrible. Hallifax has pretty much 2/10 to whatever damage type they could possibly want where as Glom, for example, has night users getting a fourth of the benefit from their org race. 

    And Taurian warrior master race. IJS.
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  • I can't seem to edit the suggestions column.

    Also, I noticed that spec race warriors don't seem to benefit much from their racial trait. Something other than a magical type damage bonus would be better for Warriors.
  • XenthosXenthos Shadow Lord
    Making Crow Faelings 1/10 poison and 1/10 cutting (talons) instead would address that.  You know.  Without any obvious interest in a cutting damage enhancement.  <_<
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  • I will point out that the current L4 traits are balanced to some degree also around the L5 artifact tier which wasn't released for details. Races that seem weaker without it come out stronger with it, and vice versa.

    Gnomes are also missing, this will be quickly dealt with.
  • Shedrin said:

    Will races still have damage type weaknesses or other maluses?

    No, they're going completely.
  • XenthosXenthos Shadow Lord
    I also can't edit the suggestions column, but I have a few additional points:
    Some of the races Demigod abilities are enormously better than others.

    Examples of The Good:
    1) Furrikin get faster writhe & tumble.  Awesome choice for PK.
    2) Aslaran get the ability to keep people from running easily.  Another awesome choice.
    3) Merian get a 2/10 damage resistance bonus to everyone in their squad.  This is like if one person could use Nightkiss/Drawdown and give it to everyone in the Commune at the same time.  For 0 power.
    4) Orclach get a huge damage resistance bonus, even at 75% health it's pretty great.

    Examples of The Not-So-Good-In-Comparison:
    1) Faeling/Elfen: Level 2 regeneration, limited by environment type, when regeneration caps out at 3 anyways (very easy to get there, Demigod racial bonus will often have little or no effect at all).
    2) Loboshigaru: Level 3 health regeneration, same issue.
    3) Lucidian: Supercharged.  1 hour = 1 link on an Astral node?  I mean, it's cool thematically, just not much use practically.
    4) Dracnari: Again, a cool thematic toy, but a jar of aethergoop does the tinderboxes and an ignite enchantment does the rest.  It's just not up to snuff with the "Good".

    Etc, etc.

    The demigod bonuses really should be equivalent in terms of power and usefulness.  All four of these examples should be moved to the level 50 slot for these races, and then given actual Demigod powers that are comparable to the other Demigod powers.

    Keep the specialization bonuses in the level 50 slots for if these races specialize, but the races should be viable whether or not they do (the specialization bonus isn't going to make-or-break them).
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  • Try editing the spreadsheet now.

    Put suggestions in the spreadsheet as we will probably be looking at that more than combing through the thread.
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  • Baelor said:

    Shedrin said:

    Will races still have damage type weaknesses or other maluses?

    No, they're going completely.
    Cool. Thanks for answering!
  • Would there still be stats (based on class maybe?) or would they be gone completely?
  • ShuyinShuyin The pug life chose me.
    Looks like the goon squad is gonna be a bunch of furries.

    I like the intent of this new system a lot, but the details definitely need to be ironed out.

    IMO, all the high perks should be equally great - maybe not for PK, but in something. The other way to go about it will be to make them all equally lame. But so long as it's equal.
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  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    I like this a lot, and agree with Xenthos's comments. 
  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    edited May 2015
    It would be cool if there was a limited ability to gain the unique racial verbs (pursuit, carry, etc.) in the demigod shop ( no weight/ consolidated weight). This could help ease equality concerns, as with sufficient investment players could gain extra racial features.
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  • QistrelQistrel the hemisemidemifink
    I like it at first glance!

  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    I'm going to use the 'comment' function, as it's cleaner. You can hover over boxes to see them, or check the 'comments' button at the top right.
  • edited May 2015
    I like it too! (Even if dwarfs are gonna lose some resistances >_<)

    @Estarra: Wouldn't it make sense to put in a lvl 75 layer there? The jump from lvl 50 to demigod seems rather steep...

    EDIT:

    Also @ALL : What would you guys think if everything that makes a race different from others is given at lvl 1, 25, 50, 75 (if 75 comes) and at demigod level only a shiny RP-power or the like is added?

    I just don't think demigod should feel like a requirement to make the most out of your race.
  • Xenthos said:


    3) Lucidian: Supercharged.  1 hour = 1 link on an Astral node?  I mean, it's cool thematically, just not much use practically.

    If it is an IG hour like it says (RL minute), then that is up to 12% per RL hour. I would love to be able to fill my reserves up by just standing around all day.
  • XenthosXenthos Shadow Lord
    Ayisdra said:

    Xenthos said:


    3) Lucidian: Supercharged.  1 hour = 1 link on an Astral node?  I mean, it's cool thematically, just not much use practically.

    If it is an IG hour like it says (RL minute), then that is up to 12% per RL hour. I would love to be able to fill my reserves up by just standing around all day.
    I don't remember it saying IG when I first read it.  It seems that others didn't either, based on responses.  That is a fair bit better than once per RL hour.
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  • To me it just encourages afk-ing. I'd rather have something more active.
  • Xenthos said:

    Ayisdra said:

    Xenthos said:


    3) Lucidian: Supercharged.  1 hour = 1 link on an Astral node?  I mean, it's cool thematically, just not much use practically.

    If it is an IG hour like it says (RL minute), then that is up to 12% per RL hour. I would love to be able to fill my reserves up by just standing around all day.
    I don't remember it saying IG when I first read it.  It seems that others didn't either, based on responses.  That is a fair bit better than once per RL hour.
    "Trait: Supercharged. Lucidians regenerate 1% of their maximum reserves per IG hour spent outdoors during the daytime."

    is what it has said since I first read it (an hour ago).
  • edited May 2015
    Supercharged has always been per IG hour. Will note AFKing outside of manses (and considering to not allow this to work in outdoor rooms in manses) is against the game policy, it was designed as a trait that encourages players who like to be out and active a great deal.
  • Baelor said:

    Supercharged has always been per IG hour. Will note AFKing outside of manses (and considering to not allow this to work in outdoor rooms in manses) is against the game policy, it was designed as a trait that encourages players who like to be out and active a great deal.

    I think it's pretty awkward for that purpose. For example if I'm bashing in the Catacombs, then I think that would be considered pretty active, but I wouldn't get the bonus. Whereas if I'm just standing at the Matrix during daytime then I would.
  • edited May 2015
    Seems like the days of being a Warrior Tae'dae that also is good at influencing are gone :(

    And why are tuarian's getting a better defense buff than Tae'dae when currently Tae'dae have a better defense buff than Taurians?  Hard to make suggestions without understandning the current decisions.


    So basically, for Tae'dae I see the following:

    Lose:
    Level 3 defense buff.
    Level 2 Elixir sip
    Improved Influencing (high charisma) for non Bards.
    Increased strength

    Gain:
    No balance loss
    No easy Mana/Magic deaths.



    Also, Anyone have any ideas on how to make Furrikin/Tae'dae pairs look compelling?
  • I also agree there should be a level 75 bonus.
  • edited May 2015
    Adding another layer of perks requires perks for 24 different races, while possible, it's difficult to balance.

    Theoretically you could do traits every x number of levels, actually creating them all and balancing them against each other is a more difficult task than it looks.

    Some races which may have been "really good at X" and find themselves no longer dominant in certain roles, and that's something I'm content with. There will still be some races better tuned to certain archtypes, but you won't be excessively punished for choosing to be an Igasho Mage now.
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