Sapphire -> Vampire vs Werewolf vs Werepyre (11/2/2022 10:56:15)
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While this may tow the line between discussion and game balance, I wanted to utilize some GBI talking points to spur discussion rather than get into the maths. The other reason is we know Werepyre and "hybrid stats" will get tweaked, and although I realize time and staff bodies are limited, I was hoping staff could take time and review these in 2023 and tweak/revamp these because I think as most players realize, Werepyre is FAR superior and I think when hybrid stats get looked at, maybe some tweaks could be made to all three to make them a bit better balanced. First off, I think there was a design flaw from a logical standpoint in the beginning. A Werepyre is a hybrid between a werewolf and a vampire. The Werepyre design should have been more or less hybridized from some Vampire skills, and some Werewolf skills. And I think none of them should have had the same potency as either Werewolf nor Vampire because of the fact that they're getting Melee weapons and also 4 casts of Mage spells over the 20 turn model, so the fact that Werepyre's actual skills are mostly different and better to me is seemingly not balanced. In addition, the design decision to give Werepyre 8 elemental coverage in 4 Gold armors and Werewolf/Vampire 8 elemental coverage in 4 gold armors + 1 token armor isn't fair, either. For that, I propose Vampire and Werewolf get changed to have 8 elemental coverage in 4 Gold armors also to better balance it with Werepyre. Secondly, I think token versions of all of the non-advanced versions be made for those that wish to utilize these with the discounted skill costs. So each of the 3 subraces will have their advanced version, and 3 other gold versions that cover all elements, and then 3 token versions to match the 3 gold versions. This is balanced and fair. In regards to some designs within each, Vampire: ~Gets the most powerful bleed skill. Why does werewolf and werepyre get a 1 power bleed skill and vampire gets a per turn weak bleed? Because it can drink it for healing? Blah rebalance this. ~ All skills and toggles cost MP. Make this a real "Magey" subrace. Get rid of split costs. ~ Re-look at the bat swarm. Give it toggles like Werepyre bat swarm. Why is the hybrid guest the best guest, when Vampire has a CHA toggle? Upgrade the Vampire bat swarm guest. ~All subraces get a MP/SP upkeep toggle for it's guests, similar to paladin. ~ Give it at least 1 weapon-based skill, even the werepyre/werewolf bleed skill copy is sufficient. ~ Toggle to choose if the bleed heals HP or MP ~ Beast Form - Why does it have a weaker "Mage" ability than Werepyre? Why does Werepyre always have the better system? Change Vampire's beast form to cost MP only, and it boosts attacks and spells. Collectively, this should be as Magy as possible, have a heavy bleed flavor, have an upgraded guest, and the beast form should be Mage focused and *include* the bleed side that gets disabled as it currently is. Werewolf: ~ Change the bleed skill to "Lycan Sickness" (renamed poison), that heals SP. Or even make the skill do half bleed, half lycan sickness that heals SP. ~ Give the werewolf the SP heal feature that Werepyre has. The HP coverts to SP thing. One huge detraction from being a werewolf even for pure warriors as lack of sustainability compared to the other 2. Unfair. Why does Werepyre get split costs *and* SP heals in the armor *and* the guest? These two changes gives werewolf better playability with the enhanced SP regen ~Add something that can make Werewolf attractive to FD Rangers. Unsure what, like a FD toggle, or something like how Paladin can do burn/panic on weapon attacks... You all can decide. ~ +% damage vs afraid opponents ~ Redo the werewolf guest compltely. It's just...bad... Maybe give them a toggle between a booster (not as strong as others) and something else that when it attacks it does something that has a good effect, and synergizes with werewolf. ~ Add MP/SP toggle to guest for upkeep. ~Beast Form- Give it the highest weapon damage out of the three beast modes. NOT Werepyre. No spell enhancement. Why werewolf has a +% to spells is beyond me. Werepyre: ~Give the guest a toggle to change upkeep MP/SP ~ Obviously, there's going to be a change to hybrid stats ~ Beast Form- Should get smaller weapons damage than Werewolf, but get some Spell damage enhancement, but smaller than Vampire's The werepyre is already going to be getting initiative over the other 2, some status breaking that the other two don't have, access to melee weapon damage and spells with NO BTH downside, and the split costs. That's enough advantages in of itself to keep it relatively the same. I heard there might be some sort of bonuses for having both STR and INT. To me, this is not balanced. You must keep the 20 turn model in mind, and I don't think "hybrid favoritism" needs to continue. I put that in quotes because I don't think its on purpose, I think it's an oversignht. I know these ideas may not be well received by hybrids, but I think most normal players understand based on MANY discussions that Werepyre is simply way better right now and I think I tried to outline some of the ideas why its better and maybe help the others . I wanted to do this to garner some discussion because the class/subrace etc system as a core foundation of AQ even from the start as you have a new character, and while we are seeing the class system overhauled, I think once hybrid stats is retooled (there should be no hybrid stats IMO, not with the stat revamp. You have a hybrid build, that can utilize warrior weapons and mage spells.. that *is* hybrids..why there has to be some special hybrid nonsense, if that's planned, is unnecessary.) Anyhow, discussion welcome whether it's tweaking what I said or new ideas or w/e you want
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