Alvarin Clade Buff

  • Thread starter Deleted member 44
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Deleted member 44

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Requested Changes

  • Merge Archer's Arm and Archer's Shoulder into a single clade gift. Boost effect by +5
  • Change Plant Shaper to grant +25 primary points to all Botany related primaries.
  • Remove Mining line and replace with a Bow Crafting, Shield Crafting, Fishing, or Cooking bonus tree.
  • Replace Bow Training +25 to Archery with a +10 bonus to all archery related primary skills.
  • Replace Vitalist with +25 to Mental Training primaries
  • Add clade gift that grants bonus damage from poison attacks.
  • Restructure all clades to follow a more logical progression between combat and profession choices.
 

Moored

Active member
Mar 24, 2021
111
51
28
Requested Changes

  • Merge Archer's Arm and Archer's Shoulder into a single clade gift. Boost effect by +5
  • Change Plant Shaper to grant +25 primary points to all Botany related primaries.
  • Remove Mining line and replace with a Bow Crafting, Shield Crafting, Fishing, or Cooking bonus tree.
  • Replace Bow Training +25 to Archery with a +10 bonus to all archery related primary skills.
  • Replace Vitalist with +25 to Mental Training primaries
  • Add clade gift that grants bonus damage from poison attacks.
  • Restructure all clades to follow a more logical progression between combat and profession choices.
Why should they make any of these changes?
 
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Evelyn

Well-known member
Jan 6, 2021
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Remove the trashcan "find gems in trees/rocks" clade gift already. PLEASE. Why does that even exist?
 
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barcode

Well-known member
Jun 2, 2020
370
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63
Remove the trashcan "find gems in trees/rocks" clade gift already. PLEASE. Why does that even exist?
sv has no idea what to add instead. they created a fixed tree structure and then filled it with random things that kinda-sorta follow the lore of the clade.

clade trees should not be fixed structures, it makes differing abilities for each clade harder to balance.
clade trees run in the opposite direction of how they should (lots of 'weaker' branches should exist where you start choosing clades, the top of the trees should be few 'stronger' abilities where you have to invested some in the tree to get)

as a result the current trees are not logical at all, its not like the the branches really follow eachother in any thematic sense. look at the talent trees of wow classic or for weapons of new world. there are some capstone abilities in the trees that require a large investment so you cannot have both/all capstones. there may be some 'filler' abilities, but they are relatively few, unlike the very generic stat/maxstat abilities that are prevalent in the MO trees.

i'm not saying mo needs to follow these examples, but certainly there is a *lot* of room for improvement

-barcode
 
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Evelyn

Well-known member
Jan 6, 2021
511
919
93
sv has no idea what to add instead. they created a fixed tree structure and then filled it with random things that kinda-sorta follow the lore of the clade.

clade trees should not be fixed structures, it makes differing abilities for each clade harder to balance.
clade trees run in the opposite direction of how they should (lots of 'weaker' branches should exist where you start choosing clades, the top of the trees should be few 'stronger' abilities where you have to invested some in the tree to get)

as a result the current trees are not logical at all, its not like the the branches really follow eachother in any thematic sense. look at the talent trees of wow classic or for weapons of new world. there are some capstone abilities in the trees that require a large investment so you cannot have both/all capstones. there may be some 'filler' abilities, but they are relatively few, unlike the very generic stat/maxstat abilities that are prevalent in the MO trees.

i'm not saying mo needs to follow these examples, but certainly there is a *lot* of room for improvement

-barcode
What they did with the human clade trees recently was an amazing and fantastic improvement. It's organized much better, and I would like to see Alvarin moved around in a similar fashion. Overall I feel like all races should be comparable to Human and Oghmir in terms of their choices being good enough where it's genuinely hard to choose all 20, as opposed to Alvarin where I more or less am done after 12-15.
 

Xunila

Well-known member
May 28, 2020
770
865
93
Germany
I agree to most remarks in the list of @Shmerrick
The clade gifts about mining make no sense for Alvarin, who need clade gifts by lore for botanic and mage, and the bow gifts are very useful to be able to use bows when playing this race. The gem stuff is most stupid and will not be chosen by players: By luck the Dendrologist and the Stoneseer are T3 gifts and not a prerequisite for any other gift.
 

Tzone

Well-known member
May 16, 2021
2,468
1,447
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People like the 10% mining for alvarians, thats the only good life skill one besides potions. IDK how people think that alvarians have bad clades. They have some of the best that allow them to do things that no other clade can do.

Human tree was very very nice. Im not saying the alvarian tree is perfect but there is nothing wrong with it.
 
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Apostol

New member
Aug 20, 2021
9
9
3
It is necessary to remove the Alvarin gift for speed and replace them with some other.