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Thales: Racial Bonuses

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Just saying if we got rid of all combat related buffs/debuffs such as health, speed, magic and damage. We wouldn't be having these arguments...

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This plugin isn't meant to give advantages to someone, and no-one who actually made it has given the reasoning of "numbers yo". The plugin is designed to reflect what already is supposed to happen in roleplay.

 

Not that I actually particularly want PvP buffs, like you I'd much prefer the buffs are entirely non-PvP.

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What is funny is that the Patriotism buff wasn't even seen in-game, yet people want to go on these theoretical situations lol.

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Yeah anyway let's bring Patriotism back slightly more clarified this time. The thing about it is you don't just need a lot of guys you need them to stick close together. Some well-placed knockback enchants or swords will act as an effective counter.

 

 

Why are mountain dwarves better smiths than cave dwarves? That contradicts current dwarf lore.

EDIT: Mountain dwarves are also great lumberjacks and woodworkers, as well as renowned hunters. Thus they should have leatherworking boost too.

 

I switched them

 

Using the apparant excuse for the lack of dwarven magic resistance...

 

"If you don't play the disadvantage you don't get the advantage"

 

Magic resistance should be coupled with magic ineptitude, not magical prowess, according to this logic.

 

Fair enough. The reason I said that is because the dwarves already have some pretty significant and powerful buffs. Which means any subsequent buff (like magic resistance) needs to be a tradeoff. I doubt many dwarves would be willing to give up extra health for more effective health against magic.

 

More health = more resistance versus ANYTHING, magic included. It's far less situational. It's odd to me that you can't be happy with the superior buff but instead need to also begrudge another group something.

 

NO HEALTH OR DAMAGE BOOSTS, THE ONLY COMBAT MODIFICATIONS SHOULD BE DIFFERENCES IN WEAPONS.

 

Sorry but we made weapons act the exact same from one another :|

 

This implies Orcs/Dwarves have an even number compared to humans at one point or another.

Patriot buff was OP BECAUSE it did not have a cap. That means if you had 120 humans clumped together they could infact 1 shot people with bows or weapons. 

 

It did have a cap.

 

Just saying if we got rid of all combat related buffs/debuffs such as health, speed, magic and damage. We wouldn't be having these arguments...

 

Yeah but we wouldn't be having less arguments.

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Looks good sporadic,

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How much extra HP do Dwarves have?

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I'm amazed Adunian gets its own thing and yet Half-Elf is still not even there. Adunians are Quarter-Elves, not even half. Can a race that has been there since Aegis get the attention it deserves?

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 ohh I will make X race then cause they are better at magic, even if they perhaps wanted to play X race instead. It's the basic of how games work. duh!

 

How is this a bad thing?

 

Races are build upon lore. Lore is reinforced by mechanics. You don't HAVE to do anything you don't want to but the extra incentive means there'll be some consistency in the distinction between races. Distinction is good. Distinction is immersion. Distinction is RP. It's why we have races in the first place.

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As far as I know, Magic Resistance means 'You lose less HP from learning a lot of magic'. So a master High Elven Mage would have, like, 6 hearts whereas a human one would have five. 

 

 

 

I'm amazed Adunian gets its own thing and yet Half-Elf is still not even there. Adunians are Quarter-Elves, not even half. Can a race that has been there since Aegis get the attention it deserves?

 

I don't see Adunians on there :p 

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The perspective of having higher speed doesn't just give you a "Running away bonus" it gives you a re-engagement bonus, you can press any advantage you gain far far faster. If you got a couple good crits in you gain advantage to be able to re-engage through knockback. Goblins are identical, and have a health penalty.

The bow damage model couple potentially make them able to break an attack, and dark elves lawn dart charge into a line or a instant re-engagement through knockback. You could also circle someone repeatedly, gain FOV bonus, are able to bounce people in knockback because you can follow up strikes by getting in range quicker... oh the list goes on. TL;DR, Wood, common and Dark elves need a health de-buff to compensate their buffs. 

 

What about the opposite of the buff that lets Orcs eat spoiled food? Kinda makes sense to me that eating bad/rotten food would be extra harmful to elves. 

Dhovii, you are talking abot Orcs, not goblins. I am talking about goblins. I accept you have a couple good points, but I also think that you mak lack a little knowledge in the benefit of speed and bow power. 
 

I accept however, because it was a oversight that high elf buffs do not give them a edge due to mages having lower health. If any move to amend this was made that should be very much considered.

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Nice.

 

But make the jump boost passive and night vision toggle-able for Kha'. Partly because weeeee jumping! Partly because it's passive agility, like the elves being passively fast, and partly because both at the same time is going to be psychedelic.

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At both humans and dwarves, yet again. Neither have you have any RP or lore reason to have PvP buffs or magic resistance, when other races do. If you play a human you accept that humans are short-lived and aren't particularly inherently good at combat, and if you play a dwarf then you're welcome to impose a magic inability upon yourselves, as that doesn't hurt anyone, but saying you have resistance could give an advantage when such an advantage doesn't exist in lore, and so the plugin shouldn't be giving advantages that don't exist.

EDIT: these plugins aren't made to give advantages that don't exist, they're made to reflect role play in minecraft mechanics. That's all it's doing. There's no penalisation, only reflection of what already happens in lore.

 

A bit of a late response... However your point about humans being short-lived and not inherently good at combat can be argued. Humans, being short lived, often train to make their lives worthwhile. The humans who can fight take time IC to learn how to fight via discipline and time. Patriotism would make sense since the human army works as a machine, they rely on their brothers for aid. Naturally humanity wouldn't be able to out fisticuff an orc, however with their brothers they could stomp them and it has already been proven time and time again with all races. 

In short, I've found that a fight comes down to one to two hearts. If an Orc has two extra hearts whilst humans have no buffs in a 5 v 5 fight, Humanity would have theoretically no chance unless they relied on their comrades. And then again, to argue that the Patriotism buff is OP... I've noticed many times that humans stray from the group anyways and often die quicker than the main group regardless. Thus I see no reason why patriotism shouldn't be included due to the fact that if the enemy can muster up enough people to match the human army then why give them an extra buff? As I said, humanity is disciplined.

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Here's what I had written about Adunians:
 

- Adunians: Adunians should have the same abilities as humans, but would be more proficient than them at blacksmithing. Their passive abilities should revolve around the tending and herding of animals (Breeding), as well as the production of high quality pelts and skins from animals they hunt (leatherworking) and hunting altogether.
Throughout the ages, the Adunian warriors have been known for never giving up. Countless times have they been forced out of their homes or been massacred. Yet, up to this date, they refuse to go extinct. Their rebellious nature, though nonsensical, has given them a reputation.
Adunians should have the ability to deal more damage the least health they have, as they will cling onto their lives and are willing to go out of this world the same way they came: kicking, screaming and covered in blood. At the same time, due to their stronger physique, they should get less encumbrance from wearing armour.

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A PVP buff for orcs is the same as a magic buff for high elves.

 

Orc culture revolves around being strong and powerful and bloodlust and all that.

 

The high elves, without a doubt, revolve around magic more than any other large playerbase on LotC. I don't see the issue.  So what if high elves hit half a heart harder with it when orcs hit half a heart harder with a sword?

 

So? A lot of people revolve around magic. The issue is that magic is going to be something many want. Stop ignoring the roleplay guidelines that were made. A lot of people will look at the charter and say, "Hm if I want to be a mage I should pick X", which is so wrong. So so wrong. A melee PvP buff is not the same as a magic PvP buff. Cause with the magic you won't be hit constantly as there is room for dodging, health regen and positioning. The slightest modifier will automatically put high elven at advantage, before its even started. Not everyone is suited for high elven roleplay but I am sure that no one should be forced to feel that they are losing something if they were to not pick high elf as the mage characters race. And by saying "The high elves, without a doubt, revolve around magic more than any other large playerbase on LotC.".....what about the stray elves, the guild mages, those that practice magic a lot, they are ran over by this. Magic is not a racial thing, not how magic works. You learn magic.

 
An explaination as to why high elves got so many perks around magic please, really puts me off personally to know that by default on this RP server someone else will always be stronger. And I can not do anything at all against it. 
 
No race is perfect so why in heavens are they so buffed. Ticks a lot of people off to be sat on like this.
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