Shattered Kingdoms

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PostPosted: Thu Jun 26, 2008 4:25 pm 
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Forsooth wrote:
I appreciate the thoughtful comments, Sklz711, and you're absolutely right that if I were looking to balance griffons, aerial combat bonuses are the wrong path. But that's not my objective now.

Dulrik hasn't had much interest in balancing griffons, and it rather makes sense. Take a fun RP race that requires little prep time, make it competitive in power, and you'll start seeing a griffon on every hill. It's not good for the gameworld. I'm looking instead at making griffons a more fun and distinct experience. This goal might actually make The List.

You see, I had a revelation while playing my last griffon, a warlock. He was still on the weak side; one sleep staff pretty much turned him into a big, ready-to-carve turkey. But unlike my other griffons, he could really do things besides open his beak. He may have died more often than a human, but I had the feeling his efforts had a chance. That's key to making griffons a good experience mechanically. And unfortunately, it's not an experience I've had with any other griffon class.

There's something deeply wrong that griffons are so inept physically. Part of the fun of a griffon ought to be playing the monster a little bit. Instead, their only decent classes tap away with polemaces and similar junk. Bleah. So this idea was focused on making griffons more physical, with a skill that suits their nature well. And it also gives them a tactical choice in their speed, to help compensate for limited weapon selection.

Sure, willpower and fortitude bonuses would help more than reflex. But reflex will help griffons deal with those darn element-spitting NPCs in high-level zones, letting them do more. And it's also modest enough a PK help that it might actually happen.

I agree that griffons are never going to get heavy armor; that'd be insane on a griffon warlock. But that means griffon barbarians really need some help, if they're not going to approach the futility of giant warlocks. My chief concern about my proposal is not helping them enough. Perhaps the spear/polearm damage bonus should be bigger than the claw bonus....


They have a very high statline across the board, if you 2x-3x'ed the Fort/Ref/Will save they got from their stats that'd give you the reflex you were looking for and some. Add Magic resistance to that and they'd no longer be taking absolutely rediculous amounts of damage from Ref based spells. Also, even with their limited EQ slots they could make a decent attempt at resistance on either Fort or Will and still be better than your average bear at the other.

Also, the only damage bonus they should get is to hand to hand. I don't like seeing griffons with weapons. I really don't. Not in any way. They should be there pretty much for reach and nothing more.


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PostPosted: Thu Jun 26, 2008 5:24 pm 
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I don't think griffons need a boost, and even if they did I'm sure Dulrik wouldn't give them one. Everyone knows he hates griffons.

However, if for some fluke chance he decided hey, why not? Then it should be applied for sprites too, since they also have innate flight.


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PostPosted: Thu Jun 26, 2008 10:13 pm 
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3 of Pentacles wrote:
Everyone knows he hates griffons.

You forgot to add the sarcasm tags.


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PostPosted: Thu Jun 26, 2008 10:21 pm 
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Well after the class wimping on Minos, I am starting to see what many other has been saying about your dislike of non standard races.


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PostPosted: Thu Jun 26, 2008 10:49 pm 
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There's been no wimping of minotaurs. The definition of wimping is to take something away. Minotaurs have never lost a class. They have exactly the same classes that they started with.

If I really hated all these non-human races, they just wouldn't be in the game. I'm the one that's been behind adding every one of them.


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PostPosted: Fri Jun 27, 2008 5:00 am 
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Dulrik wrote:
I'm the one that's been behind adding every one of them.


And then abandoning them in the wilds without realistic or non-broken class/race combos, without support on the builder front, and completely ignoring any arguments made as to why this, that, or the other part of these non-humanoid races seriously needs to be looked at.


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PostPosted: Fri Jun 27, 2008 1:28 pm 
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I'll allow Sklz, the true self-appointed griffon champion, to defend me about how I've upgraded non-human races in the past, if he so chooses.


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PostPosted: Fri Jun 27, 2008 3:10 pm 
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Dulrik wrote:
I'll allow Sklz, the true self-appointed griffon champion, to defend me about how I've upgraded non-human races in the past, if he so chooses.


Yeah, I have to say while it was me and Mira that spent a lot of time coming up with toughness initially, it didn't actually get implemented until Dulrik actually started looking for ideas to help out Griffons and I brought it up again when I was on staff at that point. This is at the same time their across the board stat increase went into affect as well. That's not even touching on various stat point upgrades, equipment slots, affects, innates, and other boosts given to different races in the same sort of time frame.

Simply put, Dulrik is usually is in favor of boosting races that don't see as much play as he would like, but it's going to happen on his own timeline to say the least.

The only racial boost that I think was proposed while I was around that didn't get implemented was halfling infravision, and even that was after quite a bit of discussion.

I'll take the 10 unmarked obs in a numbered Teronian bank account.


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