by Alweth on Tue Dec 13, 2011 5:45 am
I really want to caution against simply lowering the conversion point costs of the weak classes. It just seems like power creep. Maybe the costs on other races need to be raised in some cases.
DWARVES
While I agree that they're not as clearly in need of help as Goblins, I think Dwarves could use a boost. They're definitely my second-least used race. They don't have much synergy with most things, and the things that they do have synergy with generally seem to have more synergy with other races. Max health is just not a very important stat in a game where most of your healing comes without consideration of max health, and where there's CYDSTEPP.
For this reason, I would suggest tweaking their ability, if possible, rather than just lowering the conversion point cost. I just can't think of how to tweak it in a way that is both balanced and sticks with the simplicity of race abilities. Maybe +1 Max Health per level and +2% healing from all sources. I would probably up their conversion point cost a little at that point.
HUMANS
I agree that humans are pretty fine as they are. Someone pointed out that the items favor Orcs, which I think is true, but what is even more true is that a number of classes favor Orcs (with high +% damage bonuses) while no classes favor humans in that way. However, as things currently are, if I want base damage I usually take a Halfling and a Tri-sword, since it takes so many conversion points for the Orc to beat the Triling, AND the Triling gets all that extra healing.
If I want damage, the human is usually a distant third simply because he has no clear class or item synergies. In terms of base power though, I think they're pretty good. Other than the Goblin, the Triling and the Orc were the last classes I got, and Humans were a very high pick before that.
My suggestion would be to make a least one class and at least one good item give base damage. Maybe make Monks have a starting -50% damage bonus and gain +1 base damage per level. Or the new Fighters could gain +1 base damage per level.
TRILING!!
I am beginning to think that Halflings with a Tri-Sword are overpowered. Maybe not extremely so, but it works incredibly with many classes and well with almost every class. Who doesn't want a ton of extra damage and healing. I typically use early potions to easily kill much higher level enemies which then leaves me with a large damage bonus to keep up the XP climb. I then either burn my remaining potions picking up extra tough kills before converting to Dracul or GG, or I keep them and use them with the boss.
In any case, it doesn't seem right that a race should get so much better with just one specific item. It seems that either Halflings + Tri-sword must be overpowered, or Halflings - Tri-sword must be underpowered.
Were you expecting a coherent message? Alweth does not deal with such trifles. Ignore him or watch the thread get locked!