Alvarin nerf suggestion list - in case you didn't nerf them for the patch day and everyone spams you

Iloros

Active member
Dec 14, 2023
147
12
28
Sarducca tomorrow, if they didn't nerf Alvarins they will make the other races quit by the day because of how unfair and toxic pvp versus them is, streamers will cry (hurts henrik the most), new and returning players will get farmed with no counterplay, current vet guilds will roll full Alvarin comps and every fight and build will be the same in an mmorpg.

Heres the list of nerfs to do when you fold so you don't mess it up:

1.25% speed + 15 stam clades x 2 need to be removed and replaced by something like +2 con or +2 psyche.

Alvarin sight needs to be removed and replaced with +2 con or +2 psyche

Armor pierce needs to either be removed or made into a healing reduction.

All the stamina regeneration modifiers need to be removed.

Further nerfs if needed down the road:

Cut down of masteries and clade gifts for archery strength requitement to make them use 113 bows again not 120 or whatever.

Cut down of both Veelas and Sheevras int and con by 5-15 and removal of their attribute points by 5-15.

Congrats while your game is not perfectly balanced because no game is (henrik uses "cant be perfrct therefore we should ignore" argument for balance) but its way better to where its not bottlenecking your games growth.

Balance is a constant process in gaming and needs to be done every patch its just a few number changes, what you did with armors was easy and perfect, Alvarin nerf will make the game much more playable but with more conzent weapons abilities playstyles will emerge more overpowered builds and you will need to adress them way before your gamr reaches 300 pop because 3 out of 4 races are literally unplayable LOL what other mmorpg has that?

P.S. what motivated me to write this one real quick was leader of Wolfszeit metah after years of defending Alvarins and trolling realizing the grave mistake of doing so and begging Henrik to nerf them, the situation is so bad Alvarin supremacists like Diphrael, Venti and himself are beggining for nerfs too lmao. MIND YOU these people were first to say Alvarin doesnt need nerf a few months back when they were also the most played racr but not its gone from like 50% of the people playing them to every single other build being a total joke and leaving so they are like 80%?? of people playing rn (actively playing the game not afk in town trade accounts)

They have ruined your game, do not waste Sarducca hype away by letting rat builds dominate all pvp because your stubborn ass refuses to do balance patches.
 

ElPerro

Well-known member
Jun 9, 2020
751
843
93
Its okay bro I was just on the phone with Henrik, he says dont worry the races are balanced for Sarducaa.

He would come down to the forums and post himself but hes too busy right now doing an underwear photoshoot.
 

Iloros

Active member
Dec 14, 2023
147
12
28
Its okay bro I was just on the phone with Henrik, he says dont worry the races are balanced for Sarducaa.

He would come down to the forums and post himself but hes too busy right now doing an underwear photoshoot.
great
 

Dargelar

New member
Nov 1, 2021
4
1
1
I'm certainly extremely negative about the Alvarin, but your edits have touched even me.

The main problems are the virtual absence of significant weaknesses for this race, while their strengths are unmatched by other races.

Problem #1 – Alvarin Mobility
1. Combined with their low aggro radius, this directly disrupts the gameplay balance, allowing them to ignore 99% of dangerous situations in PvE and use them to enrich themselves, creating advantageous positions for PvP. It's no secret that Alvarin can complete almost all dungeons without fighting mobs, which is naturally unfair – the PvE exploration path should be more or less the same for all races. Mobs may notice Alvarin less often, but they attack and pursue at a faster rate than other races, forcing them into combat.
2. The developers should determine and differentiate between what exactly Alvarin are better at: running (active running) or being mobile in combat. Define and provide only one buff, not two. Specifically, this is a fix to the speed bonus they receive from Gifts; it should provide either a bonus to combat speed or to normal speed.

Problem #2 – Lack of racial downsides
1. The Alvarin Gifts skill tree is balanced so that it suits all builds, has no downsides, and allows for all PvP skills without the need for a difficult choice.
2. In addition to the fastest speed, the Alvarin has the health and magic resistance of a human, the stamina of an Ogmir, access to heavy bows and armor, and a unique universal penetration bonus (not a fixed one – only for bows, but a universal one).
3. The lack of downsides to the provided bonuses. Why, for example, if the bonus is a Tursar, then you get a penalty to healing, while an Ogmir pays for healing by increasing the consumption of reserves. Here are some examples:
Alvarin can jump the same height in combat as he can outside of combat—a powerful skill, but why is it a passive skill and not an active one like Tursar's adamant? Make it an toggle during combat, and let Alvarin pay double the stamina cost for a boosted jump.

Falling from heights is also a nice, low-cost mega-passive. Why doesn't Alvarin trade stamina for the damage reduction? Not enough stamina = take full damage. Technically, he's no more durable than other races; he just somersaults like a ""yamakashi" and redistributes damage, but that's an effortful action that comes at a cost.

Sprinter/Runner—if you're choosing the path of a fast, light runner, be a weakling and forgo plate armor. Why does choosing these passives give massive stat boosts but require nothing in return? Even though +15 stamina alone is worth a whole Gifts point. Why doesn't Alvarin pay 3-4 kg of available armor weight in exchange for this?

I don't mind there being a character like Alvarin, but why is he so easy to use compared to other races? Why don't you have to sweat and work for him like the other races?
 
Last edited:
  • Like
Reactions: Iloros

Iloros

Active member
Dec 14, 2023
147
12
28
I'm certainly extremely negative about the Alvarin, but your edits have touched even me.

The main problems are the virtual absence of significant weaknesses for this race, while their strengths are unmatched by other races.

Problem #1 – Alvarin Mobility
1. Combined with their low aggro radius, this directly disrupts the gameplay balance, allowing them to ignore 99% of dangerous situations in PvE and use them to enrich themselves, creating advantageous positions for PvP. It's no secret that Alvarin can complete almost all dungeons without fighting mobs, which is naturally unfair – the PvE exploration path should be more or less the same for all races. Mobs may notice Alvarin less often, but they attack and pursue at a faster rate than other races, forcing them into combat.
2. The developers should determine and differentiate between what exactly Alvarin are better at: running (active running) or being mobile in combat. Define and provide only one buff, not two. Specifically, this is a fix to the speed bonus they receive from Gifts; it should provide either a bonus to combat speed or to normal speed.

Problem #2 – Lack of racial downsides
1. The Alvarin Gifts skill tree is balanced so that it suits all builds, has no downsides, and allows for all PvP skills without the need for a difficult choice.
2. In addition to the fastest speed, the Alvarin has the health and magic resistance of a human, the stamina of an Ogmir, access to heavy bows and armor, and a unique universal penetration bonus (not a fixed one – only for bows, but a universal one).
3. The lack of downsides to the provided bonuses. Why, for example, if the bonus is a Tursar, then you get a penalty to healing, while an Ogmir pays for healing by increasing the consumption of reserves. Here are some examples:
Alvarin can jump the same height in combat as he can outside of combat—a powerful skill, but why is it a passive skill and not an active one like Tursar's adamant? Make it an toggle during combat, and let Alvarin pay double the stamina cost for a boosted jump.

Falling from heights is also a nice, low-cost mega-passive. Why doesn't Alvarin trade stamina for the damage reduction? Not enough stamina = take full damage. Technically, he's no more durable than other races; he just somersaults like a ""yamakashi" and redistributes damage, but that's an effortful action that comes at a cost.

Sprinter/Runner—if you're choosing the path of a fast, light runner, be a weakling and forgo plate armor. Why does choosing these passives give massive stat boosts but require nothing in return? Even though +15 stamina alone is worth a whole Gifts point. Why doesn't Alvarin pay 3-4 kg of available armor weight in exchange for this?

I don't mind there being a character like Alvarin, but why is he so easy to use compared to other races? Why don't you have to sweat and work for him like the other races?
Literally dude Thursar clade gifts be like

20 hp per second -20% healing

+5 stam +5 health (2 points)

10% dmg for 10 seconds 8 MINUTE COOLDOWN???


Alvarin


26 seconds of armor pierce + speed + stam regen 153 second cooldown

+ 2.5% passive speed +30 stam (2 points)

Like 60-70? speed for 10 seconds

Take no fall dmg and no swim dmg and fuck it here you go more yield whem farming BECAUSE ALVARIN GOTTA BE BETTER EVEN WHEN COMBAT ISNT INVOLVED AND AFK FARMING

It genuinely just comes down to them not having an actual balance designer or a team it seems on top of refusing to ever meddle with balance as if its perfect.


Dude a dementia patient in early stages could be explained how the game currently is and go "nerf Alvarins" its so obvious.

Listen man if Thursars JUST swapped lifesteal (their strongest ability) with runners high they'd be BY FAR the strongest race, that goes for any race in the game runners high is absurdly broken.

Or their passive little nodes like +3% dmg +5 hp +5 stam with 2.5% speed 30 stam are you kidding?

Its not an intricate detailed complex problem with balancing speed in gaming or something we have to discuss for long they are just clearly overstat and need a nerf hammer.
 
Last edited: