Poll: Gear Balance, Lore, Heal Proposal
Jan 31, 2014 4:10:49 GMT -5
Post by Deleted on Jan 31, 2014 4:10:49 GMT -5
Now moving to the Poll on Gear Balance Proposal and 2 Questions. Amendments agreed upon in discussion so far have been applied. [Needs to be accessed as a thread to see poll].
While now a poll, it doesn't mean comments can't be raised and debated etc.
The original proposal with changes made where necessary (a few balances to bring parity to WT/BT gear and the outcome proposals on lore and heal to confirm/amend/reject):
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Dear all, we are looking at balancing Faction Gear and Gear in General primarily for PvP. Kaito is already working through Hunting Areas, and PvE balances are easy to adjust accordingly, so try and keep in mind that this won't really affect hunting in terms of difficulty as things are implemented.
This is our proposal. Please raise any thoughts or questions here.
Order of Appearance:
1. A Few Notes on What We Have Now
2. General Gear Change List Proposal
3. Notes on PvP Balancing by Kaito
4. Practical Example - With Full Gear List (Only a few changes actually made to this as per General Gear Change List proposal)
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5. The Lore Proposal
6. The Heal Proposal
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1. Existing Stuff
- All factions are essentially a variant of:
Weapon: +3, keen, 1d4electrical, 1d4positive, 3massive
Weapon: +4, keen, 1d6 electrical, 1d6positive, 4massive
R3: Weapon: +5, keen, 1d8electrical, 1d8positive, 5massive
Weapon: +6, keen, 1d10 electrical, 1d10positive, 6massive
Weapon: +7, keen, 1d12electrical, 1d12positive, 7massive
Weapon: +8, keen, 2d6electrical, 2d6positive, 8massive
Existing Heron Marked Blades:
+8
Keen
2d6 Massive Criticals
2d6 Bonus Damage (divine)
2d6 Bonus Damage (positive)
1d6 Bonus Damage (magic)
+8 Soak 10 Damage reduction
Other stuff useful to know about existing gear:
- If we did an exact transfer to a faction ring of all stats we possibly could now, everything except for Aes Sedai, Black Tower and Wise One Shields would shift (although all bonuses could be on the Ring except a little AC bonus)
- Damage resistances in channeler factions presently go something like 5/5/10/15/20 (Beginning at Rank 2)
- At Rank Epic 3, you would get +6ac over someone with +5 gear (Equivalent of 3/4/5/7/9/11 AC Deflection on Ring)
- At Rank Epic 3 in melee you'd get +12 fort, or in channeler, +12 universal
- Damage resistance available up to 20/ for some elemental and up to 10/ in epic loot/shops for melee damages
- Non-Faction gear would stay the same
- Best Epic Loot Weapon Example: Tairen longsword: +8vs orc, 1d6 fire, +5, keen, 1d6 positive, +1d6 massive
- Best Shop Weapon Example: Falme (Mrs. Nakh): (WEAPON ASSORTED), +5, keen, +1d6 positive
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2. General Change List Proposal [See 3. Balancing by Kaito for understanding of reasons behind changes]
- Again, I would stress that these changes are designed to make PvP more exciting and dynamic rather than penalize PvE. Kaito is already working through Hunting Areas and PvE balances are easy to adjust accordingly, so try and keep that in mind.
- Everything possible to be placed on a Faction Ring
- Faction AC Bonus Becomes Max +8 on Ring Instead of +11 at Epic 3
- Damage Resistances and Soak Universally capped at +5
- All Faction Saves would be made Universal but progress at the rate of 3/4/5/6/7/8 (instead of going to 12)
- Epic Shield AC reduced by 1 (to +5 instead of +6)
- Channeler shields remain at max +5
- Aes Sedai to get exact parity with Asha'man Ter'angreal
- Range of WT damage resistances given parity with Asha'man and Wise Ones
- All weapons damage reduced and faction enhancement reduced to max +7 (HMB = +8)
- Shop weapons capped at: +4, keen, 1d4divine, 1d4 massive
- Epic weapons capped at: +5, 1d6divine, 1d5 massive, keen
- Max bonus weapon damage 2d6 + 1d4 (HMB)
- Existing Feats, Immunities, Spells, Warder Regen and Attribute Bonuses left untouched
- The other usual +5AC stuff would all be available
- No Skills changed (other than posing questions about Heal and Lore on channeler gear)
- Note: Overall Save Cap still is +20
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3. Kaito’s Notes on PvP Balancing:
What Changes Affect:
AC - Balances PvP in regards to Str'er vs Dex'er. (Higher favors dex)
Damage - High weapon damage favors Dex'ers and dual wielders. Lowering it would create a much better reason to create str based fighters instead. Since a dex'er without lots of bonus damage does about half the damage they do now. They do even less if its against an enemy that's immune to crits. Now a WM dex fighter crits for about 130, pre-super weapons they crit for about 70. On reflection I kind of liked this dynamic. Basically I recall all PvP people on TA going dex and all Pve focused people going str for hunting. But I could go either way on this decision.
Enchancement/AB on weapons - Favors Str fighters and especially high defense focused dex'ers. Allowing str fighters to better hit a dex based fighter and allowing high defense dex'ers (ones with both epic dodge and self conceal V) to cover their lack of attack bonus that they had to sacrifice to achieve that much defense.
Max Attribute Bonuses - Lowering this would simply nerf all monk builds. I could go either way on if we want to do this or not.
Resistances - I find most of these to be too strong on everyone when it comes to PvP. In a lower damage environment, str fighters would be practically immune to non-crit dex'er damage and dex'ers would take reduced damage on the very few times they did get hit by other dex fighters making the fight go on forever. I suppose it favors str fighters slightly more when I look at it like that.
Saves - Favors Str fighters with dev crit mainly. Even if it gets changed I'm currently thinking I'll have it be a fort save to do bonus damage instead of fort save vs instant death. I'll need to rework spells with save vs death at some point too, but I can actually control that DC via Spell Hooking.
Absolutely none of these affect PvE. Once PvE is rebalanced anyway (which is on my to-do list).
AC - I'd lower all AC on faction gear to +8 at epic 3 on the ring. Would have to nerf caster shields or modify them so casters only get +8 bonus total even with a shield on (+6 ring/+7 shield or something).
Damage - I'd lower all weapon damage to 1d6 bonus positive or divine. Maybe 2d6 total.
Enchancement/AB on weapons - I'd cap this at +7 or +8 at epic 3.
Max Attribute Bonuses - I think monk builds provide diversity. Nerfing this would mostly just eliminate those.
Resistances - Either remove all or just leave some pieces with with 5/- against one type. I may reconsider this part.
Saves - Maybe cap at +15 instead of our current +20. I'm not sure what the spread on gear would be. Honestly I'm not that against +20 save gear. I used to be on principle, because I liked TA's setup, but now that I think on it it only hurts and save or die users (which I don't like when it comes to PvP). As far as PvE I can change DC to whatever I want. I'll have to think on this as well.
- I also feel these changes would open up a greater diversity of build option.
- Note: Overall Save Cap still is +20
- Refer to 2. Proposal List for suggested amendments rooted in Kaito's comments.
Oh and seeing as I just had a conversation on this. What I'm aiming for here is honest balance. I want there to be a VERY good reason to make a strength based characters and VERY good reasons to make dexterity based characters.
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4. Practical Example:
Weapon Changes for all Factions with Weapons
[Rank 1] +3, Keen, 1d4 divine, 3 massive, [damage pure max = 7] +3CR
+4, Keen, 1d6 divine, 4 massive, [damage pure max = 10] +4 CR
+5, Keen, 1d8 divine, 5 massive, [damage pure max = 13] +5 CR
[Rank Epic 1 = Cap for Aiel (Melee)/N-Faction] +6, Keen, 1d10 divine, 6 massive, [damage pure max = 16] +6 CRIT
+6, Keen, 1d12 divine, 6 massive, [damage pure max = 18] +6 CR
[Rank Epic 3] +7, Keen, 2d6 divine, 7 massive, [damage pure max = 19] +7CR
[Bow Mighty: 3/5/7/9/11/12]
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- Shop weapons capped at: +4, keen, 1d4divine, 1d4 massive
- Epic weapons capped at: +5, 1d6divine, 1d5 massive, keen
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Heron Marked Blade
+8, Keen, 2d6 Bonus Damage (divine), 1d4 Bonus Damage (Positive), 8 massive, +8soak5dr [damage pure max = 24] +8CR
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E1 Capped Factions
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Wolfkin(Melee)
Ring: AC (Deflection: 3/4/5/6) 2/4/6/8 DEX, Hide, MoveS 5/10/15/20 ; 2/4/6/8 STR; An Emp, Search 5/10/15/20,; 2/4/6/8 CON, Darkvision, Listen, Spot 5/10/15/20
Universal: 3/4/5/6
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Aiel (Melee)
Ring: AC (deflection: 3/4/5/6) 2/4/6/8 STR, immune fear, listen, spot 5/10/15/20, expedit, then haste up to x4/day ; DEX 2/4/6/8, Hide, Ms 5/10/15/20, +1/2/3/4/soak 5; CON 2/4/6/8, Con, Disc, 5/10/15/20
Universal: 3/4/5/6
Weapon: As Above
Stat-less Aiel Garb x2
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Aiel Channelers
Ring: AC (deflection: 3/4/5/6) ; +1/2/3/4 -5soakdr, Immunity Fear, Random Dispel up to Mordens 2/day, Listen, Spot 5/10/15/20, Cha, Int, Wis 2/4/6/8, Conc/Disc/SC 5/10/15/20, Shield Prof ; immune word of faith ; , fire + cold (/5), (then from rank 3 = then fire, cold electric (/5) then add piercing (/5)
Lore and Heal to change as per the proposals for Lore and Heal below.
Universal: 3/4/5/6
Shield: (small shield +1) 5/6/7/7 weight reduct (10%), arcane spell failure – 0.5%
Stat-less Aiel Garb
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Non-Faction
No changes other than Saves Altered to: Universal: 3/4/5/6
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E2 Capped Faction
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Warder Gear (Melee)
Statless Fancloth
Weapon: Rank 3 - Epic 2 (as per others)
Ring: (AC Deflection: 5/6/7); 6/8/10 STR ; Immune: Fear and Word of Faith; R3 Spells: Haste x 2, Resurrect x2, Flame x2 ; RE1: Haste x3, Resurrect X3, Flame x3; Haste X4, Resurrect X4,Flame x4; 6/8/10 DEX ; Hide/MS 15/20/25 ; Displacement; One With Land (3 and 2; 4 and 3; 5 and 4/day); 15/20/25 CONC, DISC, LISTEN, SPOT ; +4soak5/ +5soak5/ +6soak5; 6/8/10 CON ; Regen 3/4/4
Saves Universal: 5/6/7
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E3 Factions
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The White Tower (Channeler)
Ring: (deflection: 3/4/5/6/7/8): Cha, Int, Wis 2/4/6/8/10/12, Conc/Disc/Persuade/ SC 5/10/15/20/25/30, Shield Prof ; immune word of faith; fire, pierce, cold, acid res -/5 (Rank 2 = just fire and pierce; Rank 3 - Epic 3 rest)
Lore and Heal to change as per the proposals for Lore and Heal below.
Universal: 3/4/5/6/7/8
[Not Completely Sure of Bard Distribution – But Aren’t Any Epic Bard Channelers I know Of]
[Aes Sedai gear to get parity Ter'angreal with Asha'man and Spell balancing with Asha'man)
bonus spell slots: all caster classes (spell lvl 1-3)
bonus spell slots: all caster classes (spell lvl 2-4)
bonus spell slots: all caster classes (spell lvl 2-5)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
Statless Shawl
Shield:
Rank 2: (small shield +1) 6ac, weight reduct (10%), arcane spell failure – 0.5%
(medium shield +2) 5ac, weight reduct (10%), arcane spell failure – 15%
(tower +3) 5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
Weapon: As Above
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The Black Tower (Channeler)
Ring: (deflection: 3/4/5/6/7/8); Cha, Int, Wis 2/4/6/8/10/12, Conc/Disc/Intimidate/ SC 5/10/15/20/25/30, Shield Prof ; immune word of faith; fire, pierce, cold, acid res (Rank 2 = just fire, acid, cold; Rank 3 - Epic 3) -5/ max, martial weap. Prof
Lore and Heal to change as per the proposals for Lore and Heal below.
Saves Universal: 3/4/5/6/7/8
[Not Completely Sure of Bard Distribution – But Aren’t Any Epic Bard Channelers I know Of]
bonus spell slots: all caster bonus spells (2-6, 1-5 bard)
bonus spell slots: all caster bonus spells (2-6, 1-5 bard)
bonus spell slots: all caster bonus spells (3-7)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
Weapon: Weapon: As Above
Statless Armour
Shield:
Rank 2: (small shield +2) 6ac, weight reduct (10%), arcane spell failure – 15%
(Tower Shield +3) 5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
5ac, , weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
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Legion of the Dragon (Melee)
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, intimidate, spot 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Con, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless Armour
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Children of the Light (Melee)
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, intimidate, taunt 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Con, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless Armour and Cloak
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Younglings (Melee) [Change: High Reflex, Medium Fort, Lower Will]
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, hide, move silently, 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Spot, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless: Cloak
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5. Lore Proposal
((- First, I would love if you could memorise for example up to 10 locations based on using the widget in a place where you spend enough time to do so (except in hunting areas), and then to add new ones you'd have to wipe a past location
- I think it'd be interesting for events rather than having everyone with the generic set
- However, I have no idea if this is difficult/possible/laggy))
The actual suggestion regardless:
- Remove Lore from Gateway
- Consider Lore as Knowledge of the World
- Consider Spellcraft as a Combination of Strength + Weave Knowledge
With that, I suggest reducing Lore on Faction Bonuses so that if one wants to "focus" in gaining knowledge as part of their character, faction bonuses don't immediately give people as high a skill level without skill and feat investments.
The skill distribution could look like this: (With Aes Sedai and Wise One Apprentices having a slightly faster progression reflecting initial training, though ultimately parity (Black Tower and Aiel all have access to Aiel (maybe not necessarily Black Tower - Aiel, but certainly can be worked out), BT resources, the Stone of Tear, Cairhien etc.)
Asha'man: 5/5/10/15/20/20
Aes Sedai: 5/10/15/15/20/20
Wise Ones: 5/10/15/15
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6. Heal = Generally Agreed So Far [I would like to suggest a couple tweaks based on the agreement and clarifying "Lay on Hands'
The Healer Class Level and Heal Skill Remain Tied as Suggested: (As well as Ranked - Forgot Ranks!)
Rank Caps [Even with Required Levels]: Rank 1 (5) Rank 2 (10) Rank 3 (15 Rank E1 (20) Rank E2 (25) Rank E3 (30)
1-5 (Cleric/Druid [Or if making a Healer with significant Hybrid levels (e.g. 5-10 Bard), can consider it as comes?) = +5 SKILL, 6-10 +10 SKILL; 11-20 (+15); (21-30) (20) (31-36) (25) (37-40) (30)
- Other Notes: Any Spells/Abilities/OOC Ter'angreal that accrue to a Class would be only reflective of their ability in accordance with the General Chart Guideline. So a Sorc 39/Paladin 1 would still only have the "non-canon" basic healing ability with Lay on Hands or using their "Ter'angreal" even with +50 heal.
- I've changed some numbers in Sere's chart based on the fact that if you take 5 levels+ in a healer class you'd get some skill bonus in it and to add some more differentiation beyond either over or under 50 generally if you all think it works??
Pure sorc/wiz and basically no heal = Unable to heal
Pure sorc/wiz and 40+ heal = Can heal very minor wounds (non-cannon: and able to keep someone near death alive until they can receive proper healing) -> This is the best possible for a sorc/wiz
Druid/Cleric Hybrids and Bards
1 - 5 cleric/druid levels or 1 - 9 bard levels and 10-30 heal = can heal very minor bruises and cuts (non-cannon: able to keep someone near death alive until they can receive proper healing)
1 - 5 cleric/druid levels or 1 - 9 bard levels and 20-50 heal = can heal minor bruises and cuts
6 - 10 cleric/druid levels or 10 - 19 bard levels and 20-50 heal = can heal some major bruises and cuts
9 - 10 cleric/druid levels or 10 - 19 bard levels and 50+ heal = can heal things like broken bones as well as more major bruises and cuts
11 - 19 cleric/druid levels or 20 - 29 bard levels and 30-50 heal= can heal things like broken bones as well as more major bruises and cuts
11 - 19 cleric/druid levels or 20 - 29 bard levels and 50+ heal = can heal most injures but can only sustain in near-death situations
20 - 34 cleric/druid levels or 30 - 40 bard levels and 30-50 heal = can heal most injures but can only sustain in near-death situations
20 - 34 cleric/druid levels and 75+ heal = can save people from near-death situations, but not talented enough to excessively heal or do things like gentling/stilling (when we get it)
35 - 40 cleric/druid levels and 30-50 heal = can save people from near-death situations, but not talented enough to excessively heal or do things like gentling/stilling* (when we get it)
35 - 40 cleric/druid levels and 100+ heal = can heal just about anything
While now a poll, it doesn't mean comments can't be raised and debated etc.
The original proposal with changes made where necessary (a few balances to bring parity to WT/BT gear and the outcome proposals on lore and heal to confirm/amend/reject):
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Dear all, we are looking at balancing Faction Gear and Gear in General primarily for PvP. Kaito is already working through Hunting Areas, and PvE balances are easy to adjust accordingly, so try and keep in mind that this won't really affect hunting in terms of difficulty as things are implemented.
This is our proposal. Please raise any thoughts or questions here.
Order of Appearance:
1. A Few Notes on What We Have Now
2. General Gear Change List Proposal
3. Notes on PvP Balancing by Kaito
4. Practical Example - With Full Gear List (Only a few changes actually made to this as per General Gear Change List proposal)
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5. The Lore Proposal
6. The Heal Proposal
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1. Existing Stuff
- All factions are essentially a variant of:
Weapon: +3, keen, 1d4electrical, 1d4positive, 3massive
Weapon: +4, keen, 1d6 electrical, 1d6positive, 4massive
R3: Weapon: +5, keen, 1d8electrical, 1d8positive, 5massive
Weapon: +6, keen, 1d10 electrical, 1d10positive, 6massive
Weapon: +7, keen, 1d12electrical, 1d12positive, 7massive
Weapon: +8, keen, 2d6electrical, 2d6positive, 8massive
Existing Heron Marked Blades:
+8
Keen
2d6 Massive Criticals
2d6 Bonus Damage (divine)
2d6 Bonus Damage (positive)
1d6 Bonus Damage (magic)
+8 Soak 10 Damage reduction
Other stuff useful to know about existing gear:
- If we did an exact transfer to a faction ring of all stats we possibly could now, everything except for Aes Sedai, Black Tower and Wise One Shields would shift (although all bonuses could be on the Ring except a little AC bonus)
- Damage resistances in channeler factions presently go something like 5/5/10/15/20 (Beginning at Rank 2)
- At Rank Epic 3, you would get +6ac over someone with +5 gear (Equivalent of 3/4/5/7/9/11 AC Deflection on Ring)
- At Rank Epic 3 in melee you'd get +12 fort, or in channeler, +12 universal
- Damage resistance available up to 20/ for some elemental and up to 10/ in epic loot/shops for melee damages
- Non-Faction gear would stay the same
- Best Epic Loot Weapon Example: Tairen longsword: +8vs orc, 1d6 fire, +5, keen, 1d6 positive, +1d6 massive
- Best Shop Weapon Example: Falme (Mrs. Nakh): (WEAPON ASSORTED), +5, keen, +1d6 positive
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2. General Change List Proposal [See 3. Balancing by Kaito for understanding of reasons behind changes]
- Again, I would stress that these changes are designed to make PvP more exciting and dynamic rather than penalize PvE. Kaito is already working through Hunting Areas and PvE balances are easy to adjust accordingly, so try and keep that in mind.
- Everything possible to be placed on a Faction Ring
- Faction AC Bonus Becomes Max +8 on Ring Instead of +11 at Epic 3
- Damage Resistances and Soak Universally capped at +5
- All Faction Saves would be made Universal but progress at the rate of 3/4/5/6/7/8 (instead of going to 12)
- Epic Shield AC reduced by 1 (to +5 instead of +6)
- Channeler shields remain at max +5
- Aes Sedai to get exact parity with Asha'man Ter'angreal
- Range of WT damage resistances given parity with Asha'man and Wise Ones
- All weapons damage reduced and faction enhancement reduced to max +7 (HMB = +8)
- Shop weapons capped at: +4, keen, 1d4divine, 1d4 massive
- Epic weapons capped at: +5, 1d6divine, 1d5 massive, keen
- Max bonus weapon damage 2d6 + 1d4 (HMB)
- Existing Feats, Immunities, Spells, Warder Regen and Attribute Bonuses left untouched
- The other usual +5AC stuff would all be available
- No Skills changed (other than posing questions about Heal and Lore on channeler gear)
- Note: Overall Save Cap still is +20
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3. Kaito’s Notes on PvP Balancing:
What Changes Affect:
AC - Balances PvP in regards to Str'er vs Dex'er. (Higher favors dex)
Damage - High weapon damage favors Dex'ers and dual wielders. Lowering it would create a much better reason to create str based fighters instead. Since a dex'er without lots of bonus damage does about half the damage they do now. They do even less if its against an enemy that's immune to crits. Now a WM dex fighter crits for about 130, pre-super weapons they crit for about 70. On reflection I kind of liked this dynamic. Basically I recall all PvP people on TA going dex and all Pve focused people going str for hunting. But I could go either way on this decision.
Enchancement/AB on weapons - Favors Str fighters and especially high defense focused dex'ers. Allowing str fighters to better hit a dex based fighter and allowing high defense dex'ers (ones with both epic dodge and self conceal V) to cover their lack of attack bonus that they had to sacrifice to achieve that much defense.
Max Attribute Bonuses - Lowering this would simply nerf all monk builds. I could go either way on if we want to do this or not.
Resistances - I find most of these to be too strong on everyone when it comes to PvP. In a lower damage environment, str fighters would be practically immune to non-crit dex'er damage and dex'ers would take reduced damage on the very few times they did get hit by other dex fighters making the fight go on forever. I suppose it favors str fighters slightly more when I look at it like that.
Saves - Favors Str fighters with dev crit mainly. Even if it gets changed I'm currently thinking I'll have it be a fort save to do bonus damage instead of fort save vs instant death. I'll need to rework spells with save vs death at some point too, but I can actually control that DC via Spell Hooking.
Absolutely none of these affect PvE. Once PvE is rebalanced anyway (which is on my to-do list).
My Recommended Changes:
AC - I'd lower all AC on faction gear to +8 at epic 3 on the ring. Would have to nerf caster shields or modify them so casters only get +8 bonus total even with a shield on (+6 ring/+7 shield or something).
Damage - I'd lower all weapon damage to 1d6 bonus positive or divine. Maybe 2d6 total.
Enchancement/AB on weapons - I'd cap this at +7 or +8 at epic 3.
Max Attribute Bonuses - I think monk builds provide diversity. Nerfing this would mostly just eliminate those.
Resistances - Either remove all or just leave some pieces with with 5/- against one type. I may reconsider this part.
Saves - Maybe cap at +15 instead of our current +20. I'm not sure what the spread on gear would be. Honestly I'm not that against +20 save gear. I used to be on principle, because I liked TA's setup, but now that I think on it it only hurts and save or die users (which I don't like when it comes to PvP). As far as PvE I can change DC to whatever I want. I'll have to think on this as well.
- I also feel these changes would open up a greater diversity of build option.
- Note: Overall Save Cap still is +20
- Refer to 2. Proposal List for suggested amendments rooted in Kaito's comments.
Oh and seeing as I just had a conversation on this. What I'm aiming for here is honest balance. I want there to be a VERY good reason to make a strength based characters and VERY good reasons to make dexterity based characters.
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4. Practical Example:
Weapon Changes for all Factions with Weapons
[Rank 1] +3, Keen, 1d4 divine, 3 massive, [damage pure max = 7] +3CR
+4, Keen, 1d6 divine, 4 massive, [damage pure max = 10] +4 CR
+5, Keen, 1d8 divine, 5 massive, [damage pure max = 13] +5 CR
[Rank Epic 1 = Cap for Aiel (Melee)/N-Faction] +6, Keen, 1d10 divine, 6 massive, [damage pure max = 16] +6 CRIT
+6, Keen, 1d12 divine, 6 massive, [damage pure max = 18] +6 CR
[Rank Epic 3] +7, Keen, 2d6 divine, 7 massive, [damage pure max = 19] +7CR
[Bow Mighty: 3/5/7/9/11/12]
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- Shop weapons capped at: +4, keen, 1d4divine, 1d4 massive
- Epic weapons capped at: +5, 1d6divine, 1d5 massive, keen
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Heron Marked Blade
+8, Keen, 2d6 Bonus Damage (divine), 1d4 Bonus Damage (Positive), 8 massive, +8soak5dr [damage pure max = 24] +8CR
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E1 Capped Factions
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Wolfkin(Melee)
Ring: AC (Deflection: 3/4/5/6) 2/4/6/8 DEX, Hide, MoveS 5/10/15/20 ; 2/4/6/8 STR; An Emp, Search 5/10/15/20,; 2/4/6/8 CON, Darkvision, Listen, Spot 5/10/15/20
Universal: 3/4/5/6
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Aiel (Melee)
Ring: AC (deflection: 3/4/5/6) 2/4/6/8 STR, immune fear, listen, spot 5/10/15/20, expedit, then haste up to x4/day ; DEX 2/4/6/8, Hide, Ms 5/10/15/20, +1/2/3/4/soak 5; CON 2/4/6/8, Con, Disc, 5/10/15/20
Universal: 3/4/5/6
Weapon: As Above
Stat-less Aiel Garb x2
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Aiel Channelers
Ring: AC (deflection: 3/4/5/6) ; +1/2/3/4 -5soakdr, Immunity Fear, Random Dispel up to Mordens 2/day, Listen, Spot 5/10/15/20, Cha, Int, Wis 2/4/6/8, Conc/Disc/SC 5/10/15/20, Shield Prof ; immune word of faith ; , fire + cold (/5), (then from rank 3 = then fire, cold electric (/5) then add piercing (/5)
Lore and Heal to change as per the proposals for Lore and Heal below.
Universal: 3/4/5/6
Shield: (small shield +1) 5/6/7/7 weight reduct (10%), arcane spell failure – 0.5%
Stat-less Aiel Garb
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Non-Faction
No changes other than Saves Altered to: Universal: 3/4/5/6
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E2 Capped Faction
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Warder Gear (Melee)
Statless Fancloth
Weapon: Rank 3 - Epic 2 (as per others)
Ring: (AC Deflection: 5/6/7); 6/8/10 STR ; Immune: Fear and Word of Faith; R3 Spells: Haste x 2, Resurrect x2, Flame x2 ; RE1: Haste x3, Resurrect X3, Flame x3; Haste X4, Resurrect X4,Flame x4; 6/8/10 DEX ; Hide/MS 15/20/25 ; Displacement; One With Land (3 and 2; 4 and 3; 5 and 4/day); 15/20/25 CONC, DISC, LISTEN, SPOT ; +4soak5/ +5soak5/ +6soak5; 6/8/10 CON ; Regen 3/4/4
Saves Universal: 5/6/7
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E3 Factions
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The White Tower (Channeler)
Ring: (deflection: 3/4/5/6/7/8): Cha, Int, Wis 2/4/6/8/10/12, Conc/Disc/Persuade/ SC 5/10/15/20/25/30, Shield Prof ; immune word of faith; fire, pierce, cold, acid res -/5 (Rank 2 = just fire and pierce; Rank 3 - Epic 3 rest)
Lore and Heal to change as per the proposals for Lore and Heal below.
Universal: 3/4/5/6/7/8
[Not Completely Sure of Bard Distribution – But Aren’t Any Epic Bard Channelers I know Of]
[Aes Sedai gear to get parity Ter'angreal with Asha'man and Spell balancing with Asha'man)
bonus spell slots: all caster classes (spell lvl 1-3)
bonus spell slots: all caster classes (spell lvl 2-4)
bonus spell slots: all caster classes (spell lvl 2-5)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
Statless Shawl
Shield:
Rank 2: (small shield +1) 6ac, weight reduct (10%), arcane spell failure – 0.5%
(medium shield +2) 5ac, weight reduct (10%), arcane spell failure – 15%
(tower +3) 5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
Weapon: As Above
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The Black Tower (Channeler)
Ring: (deflection: 3/4/5/6/7/8); Cha, Int, Wis 2/4/6/8/10/12, Conc/Disc/Intimidate/ SC 5/10/15/20/25/30, Shield Prof ; immune word of faith; fire, pierce, cold, acid res (Rank 2 = just fire, acid, cold; Rank 3 - Epic 3) -5/ max, martial weap. Prof
Lore and Heal to change as per the proposals for Lore and Heal below.
Saves Universal: 3/4/5/6/7/8
[Not Completely Sure of Bard Distribution – But Aren’t Any Epic Bard Channelers I know Of]
bonus spell slots: all caster bonus spells (2-6, 1-5 bard)
bonus spell slots: all caster bonus spells (2-6, 1-5 bard)
bonus spell slots: all caster bonus spells (3-7)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
Weapon: Weapon: As Above
Statless Armour
Shield:
Rank 2: (small shield +2) 6ac, weight reduct (10%), arcane spell failure – 15%
(Tower Shield +3) 5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
5ac, , weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
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Legion of the Dragon (Melee)
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, intimidate, spot 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Con, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless Armour
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Children of the Light (Melee)
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, intimidate, taunt 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Con, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless Armour and Cloak
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Younglings (Melee) [Change: High Reflex, Medium Fort, Lower Will]
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, hide, move silently, 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Spot, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless: Cloak
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5. Lore Proposal
((- First, I would love if you could memorise for example up to 10 locations based on using the widget in a place where you spend enough time to do so (except in hunting areas), and then to add new ones you'd have to wipe a past location
- I think it'd be interesting for events rather than having everyone with the generic set
- However, I have no idea if this is difficult/possible/laggy))
The actual suggestion regardless:
- Remove Lore from Gateway
- Consider Lore as Knowledge of the World
- Consider Spellcraft as a Combination of Strength + Weave Knowledge
With that, I suggest reducing Lore on Faction Bonuses so that if one wants to "focus" in gaining knowledge as part of their character, faction bonuses don't immediately give people as high a skill level without skill and feat investments.
The skill distribution could look like this: (With Aes Sedai and Wise One Apprentices having a slightly faster progression reflecting initial training, though ultimately parity (Black Tower and Aiel all have access to Aiel (maybe not necessarily Black Tower - Aiel, but certainly can be worked out), BT resources, the Stone of Tear, Cairhien etc.)
Asha'man: 5/5/10/15/20/20
Aes Sedai: 5/10/15/15/20/20
Wise Ones: 5/10/15/15
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6. Heal = Generally Agreed So Far [I would like to suggest a couple tweaks based on the agreement and clarifying "Lay on Hands'
The Healer Class Level and Heal Skill Remain Tied as Suggested: (As well as Ranked - Forgot Ranks!)
Rank Caps [Even with Required Levels]: Rank 1 (5) Rank 2 (10) Rank 3 (15 Rank E1 (20) Rank E2 (25) Rank E3 (30)
1-5 (Cleric/Druid [Or if making a Healer with significant Hybrid levels (e.g. 5-10 Bard), can consider it as comes?) = +5 SKILL, 6-10 +10 SKILL; 11-20 (+15); (21-30) (20) (31-36) (25) (37-40) (30)
- Other Notes: Any Spells/Abilities/OOC Ter'angreal that accrue to a Class would be only reflective of their ability in accordance with the General Chart Guideline. So a Sorc 39/Paladin 1 would still only have the "non-canon" basic healing ability with Lay on Hands or using their "Ter'angreal" even with +50 heal.
- I've changed some numbers in Sere's chart based on the fact that if you take 5 levels+ in a healer class you'd get some skill bonus in it and to add some more differentiation beyond either over or under 50 generally if you all think it works??
Pure sorc/wiz and basically no heal = Unable to heal
Pure sorc/wiz and 40+ heal = Can heal very minor wounds (non-cannon: and able to keep someone near death alive until they can receive proper healing) -> This is the best possible for a sorc/wiz
Druid/Cleric Hybrids and Bards
1 - 5 cleric/druid levels or 1 - 9 bard levels and 10-30 heal = can heal very minor bruises and cuts (non-cannon: able to keep someone near death alive until they can receive proper healing)
1 - 5 cleric/druid levels or 1 - 9 bard levels and 20-50 heal = can heal minor bruises and cuts
6 - 10 cleric/druid levels or 10 - 19 bard levels and 20-50 heal = can heal some major bruises and cuts
9 - 10 cleric/druid levels or 10 - 19 bard levels and 50+ heal = can heal things like broken bones as well as more major bruises and cuts
11 - 19 cleric/druid levels or 20 - 29 bard levels and 30-50 heal= can heal things like broken bones as well as more major bruises and cuts
11 - 19 cleric/druid levels or 20 - 29 bard levels and 50+ heal = can heal most injures but can only sustain in near-death situations
20 - 34 cleric/druid levels or 30 - 40 bard levels and 30-50 heal = can heal most injures but can only sustain in near-death situations
20 - 34 cleric/druid levels and 75+ heal = can save people from near-death situations, but not talented enough to excessively heal or do things like gentling/stilling (when we get it)
35 - 40 cleric/druid levels and 30-50 heal = can save people from near-death situations, but not talented enough to excessively heal or do things like gentling/stilling* (when we get it)
35 - 40 cleric/druid levels and 100+ heal = can heal just about anything