In a massive break with my usual posts that say this entire game needs to be overhauled. I've thought on it a bit have some pretty simple fixes to the current balance issues. We're moving stats around here. Little changes but numbers. And not all that many numbers. I'll put the explanation of why I feel these are needed in the 2nd post so the meat comes faster for people with short attention spans.
Change 1 - Roughrider becomes "Adaptable"
+100 primary points. Unconditional
Yes this becomes a must have clade just like the Alvarin speed boosts.
Change 2 - Northern Blooded
Keeps current effect (once that effect actually does anything)
+50 Blocking +50 Endurance
Must have clade for any foot build. Fits well with Kallards (Vikings) and Tindremenes (Romans) being the 2 most northern races and also being races that traditionally have good heavy infantry/shieldwalls.
Change 3 - Southern Blooded
Keeps current effect (once that effect actually does anything)
+50 Riding / Riding Sub-skills
Must have clade for any mounted build. Fits well with Khurites (Mongolians) and Sarducaans (Arabs/Persians) who both had strong cavalry traditions being races located more south in the MO2 map. Sidoians are the other southern race and there certainly were black Africans such as the Berbers/Numidians and Malians that had strong cavalry traditions.
Overall effects. +200 primaries to the general human cav or foot build. +300 to cav+foot builds (Unless that build wouldn't have run endurance) and 2-3 mandatory clades depending on build. Overall makes humans a hella strong race to go for if your objective is versatility, because versatility eats primaries.
Khurite Specific Fix
Str, Buffed to Same As Kallard
Dex, Buffed to max new str
Con, Nerfed to match Tindremenes
No longer a crappy off brand version of Kallards. These change make Khurite a distinct race unlike any other. Alvarin trade health for speed. Tindremenes trade health for attribute total with less damage loss than a Sarducaan. NOTHING trades health for damage. Khurites now would, making them a meta pick for MC and MA. Which you know... makes sense for a freaking Mongolian.
Healthsteal Buff
5% health steal. Constant active effect. Applies to melee, magic and archery.
"1v1 Clade" Replaced
Currently Thursars have a clade that makes the regenerate more health passively in exchange for less received healing. Given Thursars are the largest targets on the field for allied healers... this is an objectively bad clade to pick up if you're anything more than a 1v1 whore.
Instead this clade should give:
+10% increased damage output for 5 seconds after receiving damage. Applies to melee, magic, and archery.
Risar Attribute Totals Matched to Sidoians
Massive overall att buff for Thursars. Puts them in league with humans. Pretty justified if humans are getting +300 combat primaries to set them apart. Makes hybrid Thursars viable once combined with the fact that max int for a 60yo Thursar/Sid is 96 and max int for a build that's actually good is 88. Well below what I would consider "hybrid viable" on builds that don't get 5% healthsteal from magic and +20% damage for 5 seconds after taking a hit.
Overall Effect
Thursars lean more heavily into their role of super damage machines if they can press into the enemy flank a bit. Still outclassed by Ohgs at holding the front line as their bonuses don't do much if they're getting parried but strong enough at their own role they're still good. Now have viable hybrid builds that do less damage than other decent hybrid builds but make up for it with healthsteal and actually having good damage if receiving damage.
Fixes
Fix for Humans
Change 1 - Roughrider becomes "Adaptable"
+100 primary points. Unconditional
Yes this becomes a must have clade just like the Alvarin speed boosts.
Change 2 - Northern Blooded
Keeps current effect (once that effect actually does anything)
+50 Blocking +50 Endurance
Must have clade for any foot build. Fits well with Kallards (Vikings) and Tindremenes (Romans) being the 2 most northern races and also being races that traditionally have good heavy infantry/shieldwalls.
Change 3 - Southern Blooded
Keeps current effect (once that effect actually does anything)
+50 Riding / Riding Sub-skills
Must have clade for any mounted build. Fits well with Khurites (Mongolians) and Sarducaans (Arabs/Persians) who both had strong cavalry traditions being races located more south in the MO2 map. Sidoians are the other southern race and there certainly were black Africans such as the Berbers/Numidians and Malians that had strong cavalry traditions.
Overall effects. +200 primaries to the general human cav or foot build. +300 to cav+foot builds (Unless that build wouldn't have run endurance) and 2-3 mandatory clades depending on build. Overall makes humans a hella strong race to go for if your objective is versatility, because versatility eats primaries.
Khurite Specific Fix
Str, Buffed to Same As Kallard
Dex, Buffed to max new str
Con, Nerfed to match Tindremenes
No longer a crappy off brand version of Kallards. These change make Khurite a distinct race unlike any other. Alvarin trade health for speed. Tindremenes trade health for attribute total with less damage loss than a Sarducaan. NOTHING trades health for damage. Khurites now would, making them a meta pick for MC and MA. Which you know... makes sense for a freaking Mongolian.
Thursar Fix
Healthsteal Buff
5% health steal. Constant active effect. Applies to melee, magic and archery.
"1v1 Clade" Replaced
Currently Thursars have a clade that makes the regenerate more health passively in exchange for less received healing. Given Thursars are the largest targets on the field for allied healers... this is an objectively bad clade to pick up if you're anything more than a 1v1 whore.
Instead this clade should give:
+10% increased damage output for 5 seconds after receiving damage. Applies to melee, magic, and archery.
Risar Attribute Totals Matched to Sidoians
Massive overall att buff for Thursars. Puts them in league with humans. Pretty justified if humans are getting +300 combat primaries to set them apart. Makes hybrid Thursars viable once combined with the fact that max int for a 60yo Thursar/Sid is 96 and max int for a build that's actually good is 88. Well below what I would consider "hybrid viable" on builds that don't get 5% healthsteal from magic and +20% damage for 5 seconds after taking a hit.
Overall Effect
Thursars lean more heavily into their role of super damage machines if they can press into the enemy flank a bit. Still outclassed by Ohgs at holding the front line as their bonuses don't do much if they're getting parried but strong enough at their own role they're still good. Now have viable hybrid builds that do less damage than other decent hybrid builds but make up for it with healthsteal and actually having good damage if receiving damage.