I don't think that my suggested Elfen power really has an impact on combat at all. The Lobo idea does, but it's only marginally better than scrying and pathing to a target in most situations. It might warrant having a cooldown to make it more fair, or a smaller radius of effect.
Ack dodge, another really frustrating and bad mechanic. At such low percentages, it would be a non-factor... except for the very rare times that it decides to utterly screw a kill setup just... because. The systematic removal of dodge mechanics was a good move, adding back in more true dodge (in Aeonics) was a bad one.
The only forest abilities that use ego are music and ecology, and both are very minor costs. There are some big-cost mana abilities, including clotting, that give the uber-magiccrown effect teeth. I'm not sure there are enough ego costs to make that any better than a % ego regen per ten seconds (just adding ego to the regen).
No to dodge. It's such a bad mechanic in a binary affliction system like Lusternia. The mystic pathways idea is interesting, since it won't have such a combat effect, but still very useful in terms of utility.
For lobo, you can add on SCENT as a demigod ability if you want. You can also make it so that if you have other means to scent (eg. arti, the totems skill), it bypasses skunk to an extent (up to you how much. Eg. It can totally bypass it OR just bypass it enough to give a hazy scent clue that someone is in the area still).
I frankly wouldnt mind if Lobo was just all redone. It just doesnt feel at all that...Loboish.
If their regen theme is to be kept, then I would suggest a Demi+ ability akin to vitality that significantly boosts their Regen when they hit a certain health %. Something like (50% of total health / 4) every 3 seconds for 12 seconds. Let us say the individual had 6000 health (which is pretty normal), so they would regen 750 health every 3 seconds for up to 12 seconds, to reach a total of 3000 health. Let's say hypothetically that this regen was hit at 20% health. Wouldnt seem too bad, and could save them in certain jams.
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Cyndarinused Flamethrower! It was super effective.
At this stage in the overhaul, outright tanking buffs are not that appealing. As a kephera, my damage mitigation is situationally useful for bashing and all but useless for pk. I never die to damage, it's always timed insta or warriors or some form of setup. It's also why warriors are so valuable right now, even before melders so apparently it's a frosty day in hell. For my own purposes, it's the free splendors so I can take one/two other trades for convenience/pentangle and hexangle.
So I don't see any real value in it for lobos once they hit demigod. I don't think it brings value to the race.
I dont think it would be too OP to give Lobos a Sprint perk. It rather fits with their Race thematically...far more then their current level 50 influence bonus.
Also im not sure why they receive a resistance to fire....technically being covered with fur should make being alight more of an issue, not less.
- I'd suggest replacing their level 25 with weather retardant: Their natural habits in the wild has built up an endurance to the weather, giving them a 20% reduction to weather effects.
- Replace their level 50 with Sprint. If the user has sprint, then the
Lobo will gain the benefit of being able to walk more rooms before
receiving the 'too hasty' message.
- For demi, it seems the concept of Regen is just in a bad place right now and unappealing, so at this point, I am not sure.
Again, the purpose of this thread was always to address one with nature and enhanced regeneration, the demigod powers of the Elfen, Faeling, and Loboshigaru races. The report that is up is looking specifically to address regeneration demigod powers. Therefore, I am not replacing any level 25 or 50 power.
Right now, a demigod power that allows Loboshigarus to partially or completely bypass skunk (and potentially other hiding effects like void), and my own idea to give a speedwalking/tracking ability are the two solid ideas I've heard. I'm pretty sure that 'regen' outside of the regen system is a no go for a variety of reasons, and I agree with @Celina that it would have to be rather OP to be of value.
EDIT: In other words, you're welcome to post ideas for replacing other racial perks in another thread (or this one), but I'm not going to engage with off topic suggestions.
I love the elfen regen, though. It's far too much, but, a lower amount (3?) along with another bonus would be good IMO. I'm just struggling to come up something that's not too powerful to go alongside regen, but is still actually useful. I would suggest Empathy, but there are hardly any animals worth influencing, so I don't think that's good enough. Weather protection? Animal-only tracking? Ability to summon animals to do your house-chores?
Apologies that I've not been able to return to this thread for a while, but I didn't want to post until I had some news.
Small disclaimer, final numbers are not set in stone so I won't share details on specific abilities or values of certain regen levels. That part should hopefully be finalised in the next few days.
To address the situation regarding Elfen, Faeling and Loboshigaru, as well as the lack of impact certain skills have that should grant high regen on a very situational basis, there have been reductions across the board to what most abilities grant in terms of regen, most of them in half, a few more so. As is, most players will find themselves at 6/6 quite comfortably, with the exception to the three "regen races" who's racials will take them all the way to /10 in one or more fields.
To retain the status quo, regen levels themselves are being buffed. However rather than simply multiplying the amount per regen level by 1.5 or 2, we are looking at a model that progressively increases, going up from 1% per level to 2% and then again to 3% as you go higher up the levels. The numbers aren't finalised yet, but for the majority (regen races aside) people will see very little change, there may be some slight losses/gains of 1% either way.
The regeneration races should all notice considerable increases, with and without artifacts. One with Nature is still restricted to the same territorial laws as before, but are the only race with access to /10 across the board, Loboshigaru retain their /10 to health but see their mana and ego regeneration reduced as their racial is a permanent passive that has no terrain requirements.
On a final note there is one uncompensated change that will affect a portion of the player base, we're nerfing the spire effects vs undead, severely. There will be a small penalty remaining (not finalised but currently it's a -1/13 to health, all other effects removed) but it was impossible to justify anything beyond a small flavour impact considering the ease to both raise and maintain the effects.
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Cyndarinused Flamethrower! It was super effective.
Not sure it needed to be nerfed quite so heavily tho. I mean, the penalty to mana and ego regen was horrid, but I had enough health regen to not care about that part, and enough places to hunt where it doesn't affect me. Would have been ok with a -2 to health, -1 to mana and ego.
It just feels like most conflict quests are either way too easy too keep up, or have so little impact it's not actually worth bothering.
The issues regarding the spire are numerous, but with the change to how regen value per level is going to work, your proposed -2/-1/-1 could be a loss of 6%/3%/3% to someone, while 2%/1%/1% to another.
This may not be the last time the spire is dealt with in terms of the mechanics, but as this job was handling all forms of regeneration and regeneration penalties, it fell under that blanket to deal with in the fairest way.
As is, keeping a small flavour penalty that goes in line with the small flavour gain that spire will now grant living people while active grants it little influence in combat balance. No group should have such a significant edge over another for so little upkeep, consequently no one should be forced to deal with a debilitating malus that requires excessively more work to keep down than it does to raise.
Conflict quests that are easy, should have minimal impact, that's how risk/reward works.
I kind of see how the regeneration thing 'addresses' the issue those three races have, still I feel rather sad that the fix was a 'regeneration nerf'. Personally, I think, regeneration is something you hardly ever notice, at least I don't. Sure, it may give you a few side points on the row, but it's not something that makes you feel 'oh, I got this, so nice', nor something that will be a 'ooh' effect when you get it. I had hoped for something more creative to replace it for all three races. Flavor over function.
Could make regeneration ticks have a toggle for message ticks, with the message indicating how much you regenerated for. 1-6% says "You feel your strength slowly returning." 7-13% says "You feel your muscles knit together." and 14% to whatever the new max is says "You feel vitality coursing through your veins." or whatever makes it flavourful and noticeable.
I kind of see how the regeneration thing 'addresses' the issue those three races have, still I feel rather sad that the fix was a 'regeneration nerf'. Personally, I think, regeneration is something you hardly ever notice, at least I don't. Sure, it may give you a few side points on the row, but it's not something that makes you feel 'oh, I got this, so nice', nor something that will be a 'ooh' effect when you get it. I had hoped for something more creative to replace it for all three races. Flavor over function.
Regeneration wasn't nerfed. Buffs give less regen levels than they did before, but the value per level has been increased.
@Baelor my mistake then, apologies. Still, for me it's like 'something working completely in the shadows'. I find @lerad 's suggestion rather nice, getting a few messages here and there, maybe based on what your regeneration stems from, would improve it's value a lot in my eyes (not that I'd disregard it, it's surely useful, just very much behind the scenes).
@Baelor It's a difficult thing, yes. Sadly have no perfect solution to offer there myself. I just wanted to express a certain feeling of sadness that it leaves a taste of being some 'magic' behind the scenes that I can't feel, smell or taste and feels very generic for me
I don't know if it's something that needs to be addressed though, merely stating how I feel about it.
Avatar / Picture done by the lovely Gurashi.
0
Cyndarinused Flamethrower! It was super effective.
The issues regarding the spire are numerous, but with the change to how regen value per level is going to work, your proposed -2/-1/-1 could be a loss of 6%/3%/3% to someone, while 2%/1%/1% to another.
This may not be the last time the spire is dealt with in terms of the mechanics, but as this job was handling all forms of regeneration and regeneration penalties, it fell under that blanket to deal with in the fairest way.
As is, keeping a small flavour penalty that goes in line with the small flavour gain that spire will now grant living people while active grants it little influence in combat balance. No group should have such a significant edge over another for so little upkeep, consequently no one should be forced to deal with a debilitating malus that requires excessively more work to keep down than it does to raise.
Conflict quests that are easy, should have minimal impact, that's how risk/reward works.
Then what's the point of having the quest at all? It difficult to call it a conflict quest when you just eliminate the conflict from the equation. It's kind of just a quest now, which is the opposite direction Lusternia needs to be heading right now IMHO.
I'm down for changing that quest, but make it like open PK or something. Why do we always have to nerf the conflict.
Elfen should get acrobat dodging and contort in their terrain as their demi perk.
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
Comments
If their regen theme is to be kept, then I would suggest a Demi+ ability akin to vitality that significantly boosts their Regen when they hit a certain health %. Something like (50% of total health / 4) every 3 seconds for 12 seconds. Let us say the individual had 6000 health (which is pretty normal), so they would regen 750 health every 3 seconds for up to 12 seconds, to reach a total of 3000 health. Let's say hypothetically that this regen was hit at 20% health. Wouldnt seem too bad, and could save them in certain jams.
Also im not sure why they receive a resistance to fire....technically being covered with fur should make being alight more of an issue, not less.
- I'd suggest replacing their level 25 with weather retardant: Their natural habits in the wild has built up an endurance to the weather, giving them a 20% reduction to weather effects.
- Replace their level 50 with Sprint. If the user has sprint, then the Lobo will gain the benefit of being able to walk more rooms before receiving the 'too hasty' message.
- For demi, it seems the concept of Regen is just in a bad place right now and unappealing, so at this point, I am not sure.
Again, the purpose of this thread was always to address one with nature and enhanced regeneration, the demigod powers of the Elfen, Faeling, and Loboshigaru races. The report that is up is looking specifically to address regeneration demigod powers. Therefore, I am not replacing any level 25 or 50 power.
Small disclaimer, final numbers are not set in stone so I won't share details on specific abilities or values of certain regen levels. That part should hopefully be finalised in the next few days.
To address the situation regarding Elfen, Faeling and Loboshigaru, as well as the lack of impact certain skills have that should grant high regen on a very situational basis, there have been reductions across the board to what most abilities grant in terms of regen, most of them in half, a few more so. As is, most players will find themselves at 6/6 quite comfortably, with the exception to the three "regen races" who's racials will take them all the way to /10 in one or more fields.
To retain the status quo, regen levels themselves are being buffed. However rather than simply multiplying the amount per regen level by 1.5 or 2, we are looking at a model that progressively increases, going up from 1% per level to 2% and then again to 3% as you go higher up the levels. The numbers aren't finalised yet, but for the majority (regen races aside) people will see very little change, there may be some slight losses/gains of 1% either way.
The regeneration races should all notice considerable increases, with and without artifacts. One with Nature is still restricted to the same territorial laws as before, but are the only race with access to /10 across the board, Loboshigaru retain their /10 to health but see their mana and ego regeneration reduced as their racial is a permanent passive that has no terrain requirements.
Not sure it needed to be nerfed quite so heavily tho. I mean, the penalty to mana and ego regen was horrid, but I had enough health regen to not care about that part, and enough places to hunt where it doesn't affect me. Would have been ok with a -2 to health, -1 to mana and ego.
It just feels like most conflict quests are either way too easy too keep up, or have so little impact it's not actually worth bothering.
Conflict quests that are easy, should have minimal impact, that's how risk/reward works.
I kind of see how the regeneration thing 'addresses' the issue those three races have, still I feel rather sad that the fix was a 'regeneration nerf'. Personally, I think, regeneration is something you hardly ever notice, at least I don't. Sure, it may give you a few side points on the row, but it's not something that makes you feel 'oh, I got this, so nice', nor something that will be a 'ooh' effect when you get it. I had hoped for something more creative to replace it for all three races. Flavor over function.
Maybe messages specific to the different classes abilities would do the trick for me personally.
Regeneration wasn't nerfed. Buffs give less regen levels than they did before, but the value per level has been increased.
Players who could gag it likely would, those who couldn't would want to find a way to turn it off.
I don't know if it's something that needs to be addressed though, merely stating how I feel about it.