View Full Version : Revamping Racial Traits?
dancemice
06-27-2007, 10:06 PM
<p>Any chance of revamping the old racial traits in time for the expansion?</p><p>I'm talking about the original racial classes - They can't hold a candle to the fay or arasi. Example - As a dwarf, I can summon beer. 1/day (an average 15 or so power drink that lasts 1/2 an hour)</p><p>An arasi however gets a 2 point power regen that scales with them as they level (for what, 12 points at level 70?)</p><p>and the fay enjoy safefall and whipping around with enhanced jump.</p><p>C'mon, Give the old racial classes some fun and unique abilities</p><p>(Ie. Like a summonable drink that provides scaled Supirior satation 1/6 hours - Just make it no trade/no logoff like a healers heart)</p><p>-B-</p>
Mirander_1
06-27-2007, 10:47 PM
Gallenite's said this is one of the things they want to do, so I wouldn't be entirely surprised to see it happen before the next expansion.
Ocello
06-28-2007, 12:20 AM
Yesssss this would be awesome. Kerra have some decent ones, but they need to be enhanced (slashing claws, kerra speed). I would like to see something to make Kerra jump higher or have max safe fall (they are cats...cats always land on their feet). Also some sort of Barbarian AA that gives them a huge mitigation boost while not wearing armor or when wearing leather. Or something for dwarves which allows them to never be stunned. You get he point. Just stuff that would be something in between fluff spells and actual skills but would show real racial differentiation. But then again you get into balancing issues, and it would get pretty [Removed for Content] boring seeing every tank be an ogre or something like that. But then again, they have made the classes more distinctive, so why not the races? Why does every raid tank have to be a guardian? What's the point of the other tank classes if they can't tank? This is for another thread though. But yes I agree race differentiation would be FANTASTIC.
Zabjade
06-28-2007, 04:00 AM
<span style="color: #00cc00">I just hope Humans get some <b><u>non-boring</u></b> ones to choose from. (My main is a Human Monk)</span>
Deadrus
06-28-2007, 02:48 PM
Ok Im all for about Racial trats but how about this. We Dont pick them. If we are that race we should get every benefit of being that race. And actualy have to skill inate that should be inate. Like iksar inate regeneration should automaticly happen because regeneratoing is part of the dna of the iksar not a spell or ability it should be INATE. And other races too that have inate a bilitys. Every race should have a handfull of inate abilitys that happen automaticly and a few fun ones to click like the dwarfs summoning ale or something some one mentiond. That way we arent just a differnt race when we pick a class but we will actualy start picking classed based on what the racial trates are thatwould make so much sence to me. So please Revame Racil Traits soe and Make them actualy and truly inate for the ones that should be inate.
Zabjade
06-29-2007, 03:18 AM
<span style="color: #00cc00">there is inate and there are traits that have to be brought to the surface with practice. Iksar Healers and Monks would have a practiced ability with regeneration, where a meatshield would not.</span>
Deadrus
06-29-2007, 02:11 PM
<p>Inate healing for iksars isnt a trait that has to be learned or practiced. When you see a lizard and catchits tail and it snaps off and it grows back the lizard isnt siting there trying to practice growing his tail back it just happends. This is much how i see iksar regeneration but all over there body. They take damage and they are able to heal and regenerate because that is trait all iksar share the INATE regeneration. I belive either trolls or ogers have something similar. in eq1 Froglocks had something where there swiming skill was at 100 at lv 1 so they could swim better and faster then most peole at the same level. I mean each race has its own unique or semi unique benefits. And i think you shouldnt pick them i think if you are Iksar you get all Iksar trates an dwarf all dwarf traits ect. And on character select there should be a list of what all each races trates are when you select a race. And there should be a tab in ther persona window also that shows your traits. And I think it would be cool is on some trates the more they are used they get better over time. I think that would be a very intresting dynamic for character groth. </p>
dancemice
06-30-2007, 09:26 AM
<hr /> When you see a lizard and catchits tail and it snaps off and it grows back the lizard isnt siting there trying to practice growing his tail back it just happends <hr /><p>You realize of course this only happens with "special" lizards.</p><p>Not all of them grow thier tails back.</p><p>~laughs~</p><p>-B-</p>
Ixalmaris
07-01-2007, 01:39 PM
<cite>dancemice wrote:</cite><blockquote><hr /> When you see a lizard and catchits tail and it snaps off and it grows back the lizard isnt siting there trying to practice growing his tail back it just happends <hr /><p>You realize of course this only happens with "special" lizards.</p><p>Not all of them grow thier tails back.</p><p>~laughs~</p><p>-B-</p></blockquote> *goes out to do a field study on this* just kidding.
Dendro
07-01-2007, 01:45 PM
The word you're trying to use is spelled "innate".
jasonwade
07-09-2007, 02:46 PM
<p>AGREE 100%!!! The current racial abilities are by and large useless and do not differentiate the races' strengths and weaknesses at all. I actually liked the class limitations by race in EQ1 since it served to seperate some of the races a bit (i.e. shamans could only be from more primal/primitive societies like Barbarians, Ogres, Trolls....). I am not however suggesting that classes be limited by race - but certain classes should offer more synergy for certain classes to bring back some signifigance to a player's choice of one race over another.</p><p>Example: Gnomes could have an affinity for magic - significantly enhanced power regen and/or power pools, higher subjagation/disruption abilities, etc. that would make a Gnome mage more desireable than a Barbarian mage. Other races could have some other USEFUL innate abilities like a Dwarf's ability to stand their ground and resist stuns, physical damage, poison, or disease (not total immunity) - making them more suitable for a fighter class. None of this would mean that a Gnome couldn't opt to be a fighter or a Dwarf couldn't opt to be a mage - in fact both of the abilities described could be useful for any class/character.</p><p>For the sake of balance - the developers might also want to add racial weaknesses to certain races (humans could be a class that really does not receive any special benefit or weakness, or rather a less significant benefit, since they are generally considered the "standard" or "benchmark" by which all other races are judged). Adding to the example abilities outlined above - maybe a Gnome's power pool abilities could be offset by a lower strength cap or a smaller health pool than other races and a Dwarf's enhanced resistances could be offset by a lower capped resistance to arcane and divine damage.</p><p>Some would argue that adding significant racial modifiers would limit certain class/race combinations - but it wouldn't - it would just make playing a certain combination more challenging in some respects. In the long run, with the right equipment selections and buffs, most of these issues would be able to be resolved anyway. IMO some of the most interesting character are also the most flawed since they have to work harder to really specialize and shine in game.</p><p>Just my 2cp.</p>
Dendro
07-10-2007, 02:29 PM
<cite>jasonwade wrote:</cite><blockquote>Example: Gnomes could have an affinity for magic - significantly enhanced power regen and/or power pools, higher subjagation/disruption abilities, etc. that would make a Gnome mage more desireable than a Barbarian mage. Other races could have some other USEFUL innate abilities like a Dwarf's ability to stand their ground and resist stuns, physical damage, poison, or disease (not total immunity) - making them more suitable for a fighter class. None of this would mean that a Gnome couldn't opt to be a fighter or a Dwarf couldn't opt to be a mage - in fact both of the abilities described could be useful for any class/character.<p>For the sake of balance - the developers might also want to add racial weaknesses to certain races (humans could be a class that really does not receive any special benefit or weakness, or rather a less significant benefit, since they are generally considered the "standard" or "benchmark" by which all other races are judged). Adding to the example abilities outlined above - maybe a Gnome's power pool abilities could be offset by a lower strength cap or a smaller health pool than other races and a Dwarf's enhanced resistances could be offset by a lower capped resistance to arcane and divine damage.</p></blockquote> "make a Gnome mage more desireable than a Barbarian mage"? I say absolutely not, at this point in the game. The racial traditions in place already are based on lore (gnomes can get a power regen, ogres can get str). People made their class/race choices based on the relative benefits available as much as 70 levels and 100AA ago. Introducing very imbalancing abilities 3 years later would cause a guanostorm particlarly among veteran players. I'm tentatively looking forward to the racial trait revamp as long as it never leads to a situation like, "Oh, your wizard is an ogre, not a gnome? Sorry, we really need a mage with Tinkwizzle's Throbbing Noggin."
dancemice
07-10-2007, 03:42 PM
<p>Personally I'd like to see the older racial traits scale with level.</p><p>Something that does 30 points of damage for a 3 minute duration has almost no effect for me at level 70. When i hit for up to 2,000 points and nuke for 1,200 or so.</p><p>(Go ahead. Guess my class)</p><p>Being a dwarf, I'd really love to see my summon ale ability become a superior satation drink, that provides maxium regeneration for the tier it's summoned at. Ie. 160 or so at level 70, for 1/2 an hour, Lore, No-Trade. 6 to 24 hour reuse time.</p><p>This way, I have at least some incentive to use the drink, at least once a day, as it gives superior power regeneration (specially during raids)</p><p>As far as that little bit o bonus damage, Just let me do. Say 1% more dps. and get rid of the ability all together...</p><p>I'd really like to see the inborn power regen or inborn health regen be changed to something similar to the aseria, where it scales - Pending on the race of course, either a full 2 points per level of power or health, or a 1 point per level regen for both power and health </p><p> And Lastly. Give each race one really cool ability. I don't care if it's mostly fluff or has no real game use, Just make it cool. (Ok. Well, Hey, I do care if it has game use, look at fay's featherfalling and glide. No original race has anything near that compares to that, and the aseria are one step nastier)</p><p>Ie. Give dwarves the abiltiy (say .1 to 5%) better chance at getting <b>mined</b> rares</p><p>Give Half/Wood elves the same abiltiy on <b>Harvested</b> items (Tradeskill, Not ? items)</p><p>Give Eruidites a 1% chance of having any spell cost <b>0</b> power...</p><p>Etc. Etc.</p><p>The only thing limiting us is game balance and imagination...</p><p>-B-</p>
Oakum
07-10-2007, 06:00 PM
I hope it goes in soon. With the racial traits of the fae/arsai leading the way, their is no reason why they can't make the traits more usefull without all the players crying. Woodelves should be able to get tracking by choosing tracking from racial traits, extra strength for the big races, ect.
DragonMaster2385
07-16-2007, 11:44 PM
<p>I think that it should be done in ways that they don't all end up being combat related. For example, allow Wood Elves the ability to track harvestable nodes, etc.</p>
Dasein
07-17-2007, 01:41 AM
It's not easy to come up with racial traits: 1. Racial traits cannot favor any race/class combination, which rules out any enhancements to combat skills, mitigation, spell damage, healing and many other character stats. 2. Racial traits should be useful across all levels - a water breathing ability quicikly becomes useless as everyone has Hadden's Earring by about level 35. 3. Racial traits should not infringe upon another class's niche like tracking or feign death. 4. Racial traits need to be distinct enough that people are still aware of them at level 80 with 100 AAs. Here's a few ideas: Kerran Grace: Provides a 25% reduction to all falling damage and increases max falling distance by 25 meters. Gnomish Makeshift Repairs: Allows a gnome to repair all damaged items by 10%, usable once per hour. Wood Elf Riding Mastery: Adds an additonal 5% to any mount speed. Thus a 35% mount becomes a 40% mount. Troll Iron Gut: All those body parts found on dead monsters? Trolls can eat them. Duration ranges from 30 to 60 minutes with high satiation. Erudite Enhanced Meditation Techniques: Allows the Erudite to instantly regain 25% mana. On a half-hour recast timer. Only usable out of combat. The Mystical, Magical Halfling JumJum Juice: Every hour, a halfling can summon a glass of this potent juice. Upon drinking it, the halfling's run speed is increased by 50%, falling damage decreased by 25% and health and power regen are considered to be at their max for food/drink of that level. The effect lasts for 10 minutes. This is a lore item.
Zabjade
07-17-2007, 02:32 AM
<p><span style="color: #00cc00">Reminds me somewhat of the old EQ1 racial traits such as Iksar getting regenration, the ability to live off the land like druids could.</span></p><p><span style="color: #00cc00">Humans always sucked in the Racial Traits department. </span></p><p><span style="color: #00cc00">They need something that is Tenacity based, humans will overcome or adapt to situations through pure stubborness, where other races would flounder (except maybe the Goblins) spend enough time in an enviroment and maybe a Racial AA will have you do minor adaptations. </span></p><p><span style="color: #00cc00">Unless they go the Lawful/Chaotic/etc route (Would love to have a Neutral Good Shadowknight who is philisophical about her undead fighters, as giving them release so they may rest in peace where a Paladin just smites) </span></p>
TheSpin
07-17-2007, 04:25 AM
<p>This is the one single thing I keep hoping to see. A revamp of the racial traits.</p><p>I think adding new racial traits is very difficult. The previous posters are correct that they can't make the traits too powerful for certain race/class combinations. People would be very upset if they lost out on a really useful ability because they wanted an odd race class combo. On the other hand, most people do pick races that traditionally play their chosen class. Erudites are still probably the most popular race for mages, and most fighters are still picking dwarfs, ogres, or other fighter classes.</p><p>I would prefer they didn't have to cater to everyone's feelings and have to restrict some good racial ideas, but they only way they could do this would be to possibly allow a racial respec, but that would be just silly.</p><p>As for my personal ideas for what abilities should be added (everybody else has some so I might as well share mine)</p><p>Give dwarfs a better chance to get more raws from harvesting, you cannot increase their chance to get rares because this would be unbalanced. The same could go for wood elfs and foresting, and other races as well.</p><p>Troll and Iksar regen is an obvious one.</p><p>Froglocks need something water related...either faster swim speed or to be able to hold their breath for an extremely long time.</p>
MrFurious99
07-23-2007, 03:29 PM
I'm sure it's been mentioned somewhere before, but what I would love to see is.. instead of another AA archtype/class tree, have racial trees implemented. I'm sure it would be a ton of work and I'm not even sure about what could be given to each race but I think it's about time Kerrans (although I do not, and never will play one) got some sort of safefall. They are cats after all. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> There are some existing abilities that could be moved over to the new trees. Take for example the oft used and very loved Ratongan "Pitiful Plea" ability.
toenukl
07-24-2007, 05:52 PM
<cite>MrFurious99 wrote:</cite><blockquote>I'm sure it's been mentioned somewhere before, but what I would love to see is.. instead of another AA archtype/class tree, have racial trees implemented. I'm sure it would be a ton of work and I'm not even sure about what could be given to each race but I think it's about time Kerrans (although I do not, and never will play one) got some sort of safefall. They are cats after all. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> There are some existing abilities that could be moved over to the new trees. Take for example the oft used and very loved Ratongan "Pitiful Plea" ability. </blockquote>I use pitiful plea all the time heh. Also would like to see racial AA's. I really hope they don't add more AA's to the KoS and EoF trees. Sure there are a few more things I want in those trees, but so does everyone else, and everyone would have exact AAs. I think limiting to 50 per tree distinguishes players from each other. Adding racial AA's to replace the racial traits we currently have would be perfect imo.
Borias
07-24-2007, 06:26 PM
I want my barbarian to be able to toss a friendly dwarf toon at a mob for lots of damage.
Norrsken
07-24-2007, 06:44 PM
Borias@Venekor wrote: <blockquote>I want my barbarian to be able to toss a friendly dwarf toon at a mob for lots of damage.</blockquote>I want my barb to be able to toss a gnome tinkerer at enemies for massive nukage. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
thejadegames
07-28-2007, 05:44 AM
<cite>DragonMaster2385 wrote:</cite><blockquote><p>I think that it should be done in ways that they don't all end up being combat related. For example, allow Wood Elves the ability to track harvestable nodes, etc.</p></blockquote><p> <b><span style="font-size: medium"><span style="color: #990033">I agree with DragonMaster. Since Fae and Dark Fae (Arasai, ya ya) get glide others should get a similar racial Trait. For Example:</span></span></b></p><p><b><span style="font-size: medium"><span style="color: #990033">Frogloks: Ability to swim 40% faster (Passive)</span></span></b></p><p><b><span style="font-size: medium"><span style="color: #990033">Wood Elves: Tracking, as mentioned .</span></span></b></p><p><b><span style="font-size: medium"><span style="color: #990033">Gnomes: Can repair their own armor for free?</span></span></b></p><p><b><span style="font-size: medium"><span style="color: #990033">... >.></span></span></b></p><p><b><span style="font-size: medium"><span style="color: #990033">Halflings: Super Pie Ability! 100k Damage Instantly!</span></span></b></p><p><b></b></p><p><b></b></p><p><b><span style="font-size: medium"><span style="color: #990033">Ya know, stuff like that.</span></span></b></p>
Willias
07-28-2007, 11:59 AM
<cite>Dasein wrote:</cite><blockquote>Racial traits cannot favor any race/class combination, which rules out any enhancements to combat skills, mitigation, spell damage, healing and many other character stats. </blockquote>I disagree with this. Racial traits SHOULD favor certain classes, and some do currently. Those small stat boosts that each race gets? Those favor certain classes. Rolling up an Erudite Berserker, that +INT racial isn't going to do you much. The +HP% racial that dwarves get wouldn't be as good for a mage as it would be for a fighter.
Gungo
07-28-2007, 12:18 PM
<cite>Willias wrote:</cite><blockquote><cite>Dasein wrote:</cite><blockquote>Racial traits cannot favor any race/class combination, which rules out any enhancements to combat skills, mitigation, spell damage, healing and many other character stats. </blockquote>I disagree with this. Racial traits SHOULD favor certain classes, and some do currently. Those small stat boosts that each race gets? Those favor certain classes. Rolling up an Erudite Berserker, that +INT racial isn't going to do you much. The +HP% racial that dwarves get wouldn't be as good for a mage as it would be for a fighter. </blockquote> Actually it was stated during the creation of eq2 this is was not intended they wanted any race class combo to work. And honestly i disagree, but it would be complete asshatery if they changed it now. Lets say they make babarians wards 20% better and you play a ratonga mystic, your now 20% worse then a barb. It is to late to change it now. although small increase may be acceptable maybe nothing better then a 2% increase.
Norrsken
07-28-2007, 12:22 PM
Gungo@Crushbone wrote: <blockquote><cite>Willias wrote:</cite><blockquote><cite>Dasein wrote:</cite><blockquote>Racial traits cannot favor any race/class combination, which rules out any enhancements to combat skills, mitigation, spell damage, healing and many other character stats. </blockquote>I disagree with this. Racial traits SHOULD favor certain classes, and some do currently. Those small stat boosts that each race gets? Those favor certain classes. Rolling up an Erudite Berserker, that +INT racial isn't going to do you much. The +HP% racial that dwarves get wouldn't be as good for a mage as it would be for a fighter. </blockquote> Actually it was stated during the creation of eq2 this is was not intended they wanted any race class combo to work. And honestly i disagree, but it would be complete [I cannot control my vocabulary] if they changed it now. Lets say they make babarians wards 20% better and you play a ratonga mystic, your now 20% worse then a barb. It is to late to change it now. although small increase may be acceptable maybe nothing better then a 2% increase.</blockquote>the way I think it should be done is with racial skill trees, and all races can spec to their class. I mean, a gnome wont get a str boost, but how about avoidance? Good for tanks either way. and so on. Just make them fairly generic but with flavor still and make all races have strengths for all archetypes. Just dont make anything ridiculusly powerful. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
Willias
07-28-2007, 01:25 PM
Gungo@Crushbone wrote: <blockquote><cite>Willias wrote:</cite><blockquote><cite>Dasein wrote:</cite><blockquote>Racial traits cannot favor any race/class combination, which rules out any enhancements to combat skills, mitigation, spell damage, healing and many other character stats. </blockquote>I disagree with this. Racial traits SHOULD favor certain classes, and some do currently. Those small stat boosts that each race gets? Those favor certain classes. Rolling up an Erudite Berserker, that +INT racial isn't going to do you much. The +HP% racial that dwarves get wouldn't be as good for a mage as it would be for a fighter. </blockquote> Actually it was stated during the creation of eq2 this is was not intended they wanted any race class combo to work. And honestly i disagree, but it would be complete [I cannot control my vocabulary] if they changed it now. Lets say they make babarians wards 20% better and you play a ratonga mystic, your now 20% worse then a barb. It is to late to change it now. although small increase may be acceptable maybe nothing better then a 2% increase.</blockquote>Now see, that's going overboard. Spells and such shouldn't specifically be affected. There shouldn't be a racial that increases heals, spells, or combat arts by any amount or percentage, or everyone will just play that race. However, a racial that increases a stat by a percentage, or gives a slight bonus to attack speed or DPS, things like that, would work IMO. Things that in the long run, can be made up for by any race, and doesn't give too good of an advantage to playing certain races over others. However, the bonuses that dwarves and ogres get, for example, should be more beneficial to a fighter class, rather than a mage class. Things like bonuses to STR, STA, HP, physical mitigation, avoidance, etc. Whereas a gnome or an erudite would get bonuses to INT, power, power regen, magical mitigation, and maybe some sort of racial spell that scales as you level.
Drewx
07-28-2007, 04:54 PM
<cite>Dendro wrote:</cite><blockquote><cite>jasonwade wrote:</cite><blockquote>Example: Gnomes could have an affinity for magic - significantly enhanced power regen and/or power pools, higher subjagation/disruption abilities, etc. that would make a Gnome mage more desireable than a Barbarian mage. Other races could have some other USEFUL innate abilities like a Dwarf's ability to stand their ground and resist stuns, physical damage, poison, or disease (not total immunity) - making them more suitable for a fighter class. None of this would mean that a Gnome couldn't opt to be a fighter or a Dwarf couldn't opt to be a mage - in fact both of the abilities described could be useful for any class/character. <p>For the sake of balance - the developers might also want to add racial weaknesses to certain races (humans could be a class that really does not receive any special benefit or weakness, or rather a less significant benefit, since they are generally considered the "standard" or "benchmark" by which all other races are judged). Adding to the example abilities outlined above - maybe a Gnome's power pool abilities could be offset by a lower strength cap or a smaller health pool than other races and a Dwarf's enhanced resistances could be offset by a lower capped resistance to arcane and divine damage.</p></blockquote> "make a Gnome mage more desireable than a Barbarian mage"? I say absolutely not, at this point in the game. The racial traditions in place already are based on lore (gnomes can get a power regen, ogres can get str). People made their class/race choices based on the relative benefits available as much as 70 levels and 100AA ago. Introducing very imbalancing abilities 3 years later would cause a guanostorm particlarly among veteran players. I'm tentatively looking forward to the racial trait revamp as long as it never leads to a situation like, "Oh, your wizard is an ogre, not a gnome? Sorry, we really need a mage with Tinkwizzle's Throbbing Noggin." </blockquote><p>This post was perfect. Because it pretty much states the truth of what probably would happen.</p><p>I am ALL for new racial traits. Also I feel Racial Traits that scale are a nessicity as well as passive traits that we don't have to choose...hence passive.</p><p>As stated earlier in this thread, to add in new racial traits and lessen str, sta, and other stats for a race to justify the new trait is foolish. As a Veteran myself...I would be [Removed for Content] beyond belief if my Dark Elf lost um... For the sake of arguement: Lets say they give Erudites Focal Reduction - All spells power cost are reduced by like 20% (big number I know). But to justify it they reduce Erudtie Sta/HP by like 20% or 30%. Just about every capped Erudite player and veteran would be in an outburst of rage. Now their character whom they've worked and toiled ard over has low hp but tons of power to use spells/arts. Basically as stated above in the Quote Box...it would FORCE Race and Class Combos. A road this game MUST NOT go down! They have currently fonud a nice racial balance that makes certain races excell at classes but without such a drastic difference that it makes other races look bad or seem undesired.</p><p>Also like the Quote above states...PLAYERS would only want SPECIFIC characters. It's bad enough the game is plagued with Class [Removed for Content]. ex: "We need a Guardian Tank" "We need DPS....swashbuckler and Warlock only...pst" and etc. I know you've seen the above in chat....</p><p>If that added in such drastic changes, soon we'd see... "Looking for a Iksar Guardian with Kunark's Grace!" "Need DPS for CMM....please only Half Elves with dual Strength, and casters with Half Mp Cost." "looking for a High Elf healer with heal affinity."</p><p>In the end it'd force race, and class combos, and trait selection. Not to mention it'd get the PvPers to defecate all over the forums.</p><p>What could be done...in my opinion...</p><p>Is they could reward Passive traits that the races get from level 1 In both adventure and tradeskill that scale with level. EX: (This all just for the sake of arguement) Dark Elves... From level 1 they get: Hateful Thinking - 1.0 boost in int Conspire: 1.0 power regen and a Racial ability that we can use in combat/out of combat like: Shadowmeld - Turns caster invisible but movement is suspended until canceled.</p><p>Then as we level up more passive traits become available. Basically the only traits we would choose just like race specific attack/abilities stuff liek resists and the minor stats boosts would be default but scale in level.</p><p>Currently Fae and Arasai can glide and thats pretty [Removed for Content] good for a racial trait. All Races need something WORTHWHILE like that one racial triat that makes them stand out and gives them an advantage over others. The below are my ideas but are just something I whipped up for the sake of argument. Kerra - Super Safe Fall - Cats always land on their feet, and so they can fall and never take falling damage. Froglok - Super Jump - Frogloks can jump VERY high into the air and across great distances. Troll - Cannibalize - Eat what you kill. Troll kneels down and recovers hp until the ability duration expres. Erudite - Foci Sheild - A magi sheild that blocks all melee and magic dmg, but no spells, arts, and items can't be used for the length of sheild duration. Ratonga - Borrow - They can dig and hide underground escaping combat as well as pass under walls/barricades/fences/etc only for ability duration *IE: can't burrow forever*. Ogre - Rage - Immunity to Stuns, Stifles, Snares, Roots, Charm, and Fear for a short amount of time. Wood Elves - Survey - The ability to climb trees to hide or ambush or get a good view of the terrain. Stuff like that...each being a special buff like using focus slots via just being passive. Basically glide and etc would no longer be passive, a Fae and Arasai would have to active the spell. Amongst stuff like fun like spells like Sylvani form and Dwarf Ale like a summon a stack of superior ale, and Jumjum Pie of Halflings and etc.</p><p>Thats my idea...basically everyone is even because everyone stays the same stt and class wise thet just have uniqure powers that held em from time to time.</p>
Ookami-san
07-30-2007, 04:18 PM
<p>It'd be nice to see racial traits go the way of AA lines, where you get a point per level and get to stick them into whatever path you want. And each line had one or two class specialty lines that was that races preferred class.</p><p>For instance, iskars might have:</p><p>Enhanced Regeneration Lines --> Better Regen, Faster recovery from stuns, etc.</p><p>Enhanced Exoskeleton Lines (Monk/Bruiser) --> Better AC, More H2H damage, etc.</p><p>Enhanced Water Movement --> Faster swim speeds, combat bonuses while underwater, etc.</p><p>Whereas, gnomes may have things like:</p><p>Enhanced Illusions Line --> Longer illusions, longer charms, etc.</p><p>Enhanced Tinkering Line --> bonuses to tinkering, etc.</p><p>Enhanced Intelligence Line --> bonus to int, power regen, etc.</p><p>Etc.</p><p>If I had more time, I'm sure I could come up with alot of ideas. But this would allow alot of versatility... although, there is also the possibility of creating a situation where you have 75% of all swashys as ratonga, 75% of rangers as wood elves, 75% of illusionists as gnomes, etc. since the preferred class bonuses would make that the optimum choice.</p>
txpoodoo
07-30-2007, 07:46 PM
<p>since humans are the jack of all trades master of none, middle of the road...they should get a huge amount of racial traditions to choose from....that way it allows more custom builds involving humans. A human mage? get int and power regen, a human tank? sta and +% to hitpoints etc etc.....give them like every racial tradition that is feasable....then let them choose thier path. Well, maybe not everyone.....they shouldn't get glide...hehe</p><p> humans are supposidly the most "populated" race, but you are suprised when you run across a "human" player. Perhaps this would make them more appealing.</p>
FireDragon
07-30-2007, 09:21 PM
My ideas: Frogloks. They need NEED <i>NEED</i> to have a swim speed increase (and maybe even a racial bonus to swim skill) and a MUCH higher hold breath ability (at least a few minuites automatically.. maybe 5? Then maybe have a choice for purepermanent waterbreathing. with the common availability of waterbreathing spells / totems / Haddens earing it is not a balance issue at all.. a frog drowning underwater within a minute is silly.) You probably spend less than 1% of your in game time swimming.. theres really no balance excuse not to. Frogloks: Maybe give them a jump height/distance bonus. They're frogs. Frogs jump very well... Iksar / Trolls: Regeneration back as a passive. They're famed for it. Iksar: Swim speed increase, and maybe a natural higher hold breath ability. They're also famed for swimming, thoguh to a less good at it than frogs.. Cabilis was lined with canals for ease of movement, since Iksar liked to swim around instead of walk. Ratonga: Maybe a racial sneak. They're supposed to be famed for it. Maybe even an ability to have a runspeed increase too like the Fae, 5% "small and fast, we go where others cant."
Drowblade
07-31-2007, 12:01 AM
<p>Yes, I agree that innate racial traits should come back to EQ2.</p><p> I had an iksar monk in EQ1 that could outswim the ships in the Ocean of Tears. I basically was able to swim between Kunark, Faydwaer, and Antonica, mainly cuz I could swim fast enough that i could ride on the bow of any boat I wanted. And cuz I was on the bow, the 'good' boat crew never attacked me.</p><p>Personally I wouldnt care if iksars had regeneration or not, if they had the type of swimming finesse that they had in EQ1, I would be happy.</p>
Besual
07-31-2007, 03:58 AM
In EQ1 the regen from troll / iksar was good at low level but meaning less at mid level and higher. If regen is the "big racial" for iksars / trolls SOE can skip the racial revamp for this races. Swim speed / hold breath would fit for iksars / frogloks but are as great as a 1% spell critt for high elfs but only working from 1AM - 2AM game time: How often do you have to swim / dive in this game?
Dasein
07-31-2007, 11:00 AM
Swim mods are pretty useless, as the Fishbone Earring is available early on, rendering any extended breathing buffs moot for the bulk of the game. Swim speed is useless as there's not nearly enough underwater content to make this worthwhile.
Oakum
07-31-2007, 12:25 PM
<cite>Dasein wrote:</cite><blockquote><p>It's not easy to come up with racial traits: 1. <b>Racial traits cannot favor any race/class combination</b>, which rules out any enhancements to combat skills, mitigation, spell damage, healing and many other character stats.</p><p><b>I agree with the stipulation that the words IN COMBAT be added on to the combination class.</b> 2. Racial traits should be useful across all levels - a water breathing ability quicikly becomes useless as everyone has Hadden's Earring by about level 35.</p><p><b>Not everyone wants to wear a lvl 30 or 35 earring at lvl 70</b>. 3. Racial traits should not infringe upon another class's niche like tracking or feign death. </p><p><b>Tinkerers already have FD. So do necros and SK's. EVAC which is considered another scout class item is also given to wardens and wizards plus various quest reward items and the escape root fromt the KoS plant. Tracking could be given to woodelves just like in EQ1. It does not effect fighting in PVE. PVP is not supposed to infringe on PVE so PVP concerns are irrelavent. It could be disabled if the devs want to on those servers. The druid/sorcerer travel niche is shared with various dropped objects, ports, multiple call home type spells, quest rewards. There are more twice as many classes with some time of heal/rez spells which takes over the healer niche. The niche argument is not a very good one IMO. </b> 4. Racial traits need to be distinct enough that people are still aware of them at level 80 with 100 AAs.</p><p><b>A good idea but like I said before, they should be non combat enhancements/abilities.</b> Here's a few ideas: Kerran Grace: Provides a 25% reduction to all falling damage and increases max falling distance by 25 meters. </p><p><b>That could work.</b> </p><p> Gnomish Makeshift Repairs: Allows a gnome to repair all damaged items by 10%, usable once per hour. </p><p><b>That could work.</b> Wood Elf Riding Mastery: Adds an additonal 5% to any mount speed. Thus a 35% mount becomes a 40% mount.</p><p><b>Once you get over 32% speed on a mount, a 5% increase is almost pure fluff. Tracking would be the expected racial trait. High elves would be more appropraite for a horse buff anyway. They are the the horse users in most fantasy where as wood elves live in deep woods where horses are impractical. </b> Troll Iron Gut: All those body parts found on dead monsters? Trolls can eat them. Duration ranges from 30 to 60 minutes with high satiation. </p><p><b>That could be or high out of combat regen. </b> Erudite Enhanced Meditation Techniques: Allows the Erudite to instantly regain 25% mana. On a half-hour recast timer. Only usable out of combat. </p><p><b>That could work but you could put it on a 10 or 5 min timer and not hurt anything since that is normally about 45 secs that they would be saving. </b> The Mystical, Magical Halfling JumJum Juice: Every hour, a halfling can summon a glass of this potent juice. Upon drinking it, the halfling's run speed is increased by 50%, falling damage decreased by 25% and health and power regen are considered to be at their max for food/drink of that level. The effect lasts for 10 minutes. This is a lore item.</p><p>Hmm, not sure, maybe it should allow them to pickpocket mobs/gaurds instead or summon food/drink which has only power health/regen or both and scales to lvl that is a little less then crafted food. Halfling being the food loving "shoplifting" race in some fantasy worlds. </p></blockquote>
transcendant
07-31-2007, 02:26 PM
<p>Gnomes should definitley get an innate tinkering ability, something that increases the skill increase rate of tinkering, since they shoule get the hang of tinkering faster than less-technically minded races.</p><p>I like the idea that dwarves would be better at mining than other races, and this could easily be expanded so wood elves are better at gathering, kerra are better at traping/fishing. But i can't think who would be best at chopping wood.</p><p>There are a few innate racial traits alreay: the different visions (Ultravision, Sonicvision, Aquavision, Heatvision). Granted the heat vision is total crap, but I use my Ultravision all the time in the dark dungeons and at night, it's just not an ability that's visible to other players like the fae slowfall.</p><p>Humans' greatest strength is our ability to adapt to virtually and sircumstance, we will never be the best at any particular thing, but we can do anything, which no other race can claim. I have no idea how to turn that into a game mechanic however, it would require a rather large tree to really get the essence of Human adaptibility.</p>
FightGame
07-31-2007, 05:40 PM
I'd love to have a total revamp of racial traits. And to keep us veterans happy, give everyone in game currently, a 1 time change of race.
FireDragon
07-31-2007, 07:55 PM
<cite>Dasein wrote:</cite><blockquote>Swim mods are pretty useless, as the Fishbone Earring is available early on, rendering any extended breathing buffs moot for the bulk of the game. Swim speed is useless as there's not nearly enough underwater content to make this worthwhile. </blockquote>I know its useless, but its more than wanted for those of us who want to feel like what they are supposed to be in the game. Theres nothing that breaks your immersion more than your FROG being unable to swim and then drowning in a pond.
Zabjade
07-31-2007, 10:10 PM
<span style="color: #00cc00">For human adaptability take evolution and give it crack. if a person fights a lot in certain enviroments then he or she will look like she belongs there. Faydark more Fey looking, Lavastorm or DoF more fire adaptations....naw I don't know either.</span>
transcendant
07-31-2007, 10:14 PM
That would be horribly complex to apply as a game mechanic, I just don't think SOE is willing to undertake that kind of extreme workload just to please its whiney subscribers.
Wildmage
07-31-2007, 10:43 PM
<cite>Zabjade wrote:</cite><blockquote><span style="color: #00cc00">For human adaptability take evolution and give it crack. if a person fights a lot in certain enviroments then he or she will look like she belongs there. Faydark more Fey looking, Lavastorm or DoF more fire adaptations....naw I don't know either.</span></blockquote>Sounds similar to what Fable/Crackdown and other and heres the keypoint here Single Player games go for at times its way to complex for MMOs though.
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