I realized there's this thing people seem to hate about me. How I am always trying to change something at it's very core. haha. I remember playing games with people and they are like LETS JUST PLAY IT LIKE WE'RE SUPPOSED TO! Bearing that in mind, I want to address my thoughts on Clade due to boredom. I have already done this, sorta, but I'm going to do it again and maybe better. I'd love to have a nice big screenshot of the clade tree, but I don't know that it's necessary. My 'theories' are very simple.
First point, clade is littered with needless gifts. All of the + attribute (nonmax) gifts IMO are filler and garbage. At the very least, they need to have something else attached to them for flavor. There are double gifts which, again, to me, makes no sense. I did think racial differences would be a great idea, but I had not planned on actives. The last thing I ever expected was MO with active buffs haha. It's there, tho, so I guess I can deal with it.
Second point, there are many gifts that do things in a way that is outside of the game mechanics. There should be enough IN THE GAME with SKILL TREE and ATTRIBUTES to govern the game.
I will give an example: a 130 (max I think?) dex veela with both speed gifts is going to run 263. I don't even think that was the top speed from MO1, but it definitely was achievable on a veela. I think they nerfed the speed, but I still think we were able to go over 260. IF the top speed is 263, why not put that at 130 dex and have the running gift be +4 max dex, giving a lean veela 130 dex. Then one can work on adjusting the speed curve under that so that the rest of the races aren't basically the same speed. That's an easy example.
Then, to give a skill point example, instead of having naiad being some who-knows-what (when it was the most op swim gift ever in beta loool,) why not just have it give you... +50 to swimming and all skills under it. Not everyone takes swimming so having that + being able to spec into resist would be COOL.
Another example would be the +10 strength gifts for veela bows. This doesn't matter much mounted, but it allows veelas to use decent long bows which is kind of a big deal. If the gifts under archery, instead of being +10/+10 were like +25 (!!) to archery sub gifts, MA, aiming tech, marks, controlled? Or if one has a req that is higher than that, up to + that number. Then the other one could be like +10 to all bow crafting skills.
You take the +% gifts for say refining, crafting, and butchery and make them into skill, too. I'm torn on refining because it's a secondary, but if it was like +25 to refining, imagine having bookread = max refining, would save a lot of headache, then you could clade spec out of it later. The wep crafting could give + to crafting, the butchery could give + to animal lores and butchery, could even make it not give a bonus to table since it seems like more of a field gift (imo.) Potion %, same thing, alchemy +s. So we're keeping everything within the system of skills and attributes.
We take the potion gift for ogh, well, that's easy, just give them points in pot utilization! The armor wt could be changed to armor training.
Then there are 'unique gifts' that are far enough outside of the skill tree that they can't be replicated and probably could stay. Like the elf "jump with weapon" which is really massively OP in the grander scheme. Resting pulse is also massively OP, but I'm more torn on whether that one should stay, too. I think that can be translated.
The carry wt of ogh, that should stay. The + dmg bonuses and size can stay. The human opportunistic. Shaman should be active regen, the NPC one should be management. The Thursar regen one is an overlap, but it's different enough it probably needs to be kept. It might be one of their saving graces at this point.
You say, you're nerfing the shit out of all of these gifts! But why did they make all of these overlapping gifts that are going to be really hard to balance? The game is so fucky atm that it almost doesn't matter, but it SHOULD matter. I'm all for more flavor gifts or more gifts that give +s to different things. I really would support a "able to mount a (PP) horse while holding a pet, beastmaster skill. There's gotta be a better idea than 50% chance to not use regs... like I said some of these gifts are just thrown together, to me.
TLDR: remake clade gifts to fit within the attribute/skill system, diversify by adding more gifts and getting rid of the + x (unless you wanna turn them into raw + attribute pts, ONCE. The fact that thur's tree is littered with + attribute pt skills is A FUCKING JOKE.) Then keep a few of the unique ones and maybe add one or two more unique 'outside of the system but not overlapping' gifts.
First point, clade is littered with needless gifts. All of the + attribute (nonmax) gifts IMO are filler and garbage. At the very least, they need to have something else attached to them for flavor. There are double gifts which, again, to me, makes no sense. I did think racial differences would be a great idea, but I had not planned on actives. The last thing I ever expected was MO with active buffs haha. It's there, tho, so I guess I can deal with it.
Second point, there are many gifts that do things in a way that is outside of the game mechanics. There should be enough IN THE GAME with SKILL TREE and ATTRIBUTES to govern the game.
I will give an example: a 130 (max I think?) dex veela with both speed gifts is going to run 263. I don't even think that was the top speed from MO1, but it definitely was achievable on a veela. I think they nerfed the speed, but I still think we were able to go over 260. IF the top speed is 263, why not put that at 130 dex and have the running gift be +4 max dex, giving a lean veela 130 dex. Then one can work on adjusting the speed curve under that so that the rest of the races aren't basically the same speed. That's an easy example.
Then, to give a skill point example, instead of having naiad being some who-knows-what (when it was the most op swim gift ever in beta loool,) why not just have it give you... +50 to swimming and all skills under it. Not everyone takes swimming so having that + being able to spec into resist would be COOL.
Another example would be the +10 strength gifts for veela bows. This doesn't matter much mounted, but it allows veelas to use decent long bows which is kind of a big deal. If the gifts under archery, instead of being +10/+10 were like +25 (!!) to archery sub gifts, MA, aiming tech, marks, controlled? Or if one has a req that is higher than that, up to + that number. Then the other one could be like +10 to all bow crafting skills.
You take the +% gifts for say refining, crafting, and butchery and make them into skill, too. I'm torn on refining because it's a secondary, but if it was like +25 to refining, imagine having bookread = max refining, would save a lot of headache, then you could clade spec out of it later. The wep crafting could give + to crafting, the butchery could give + to animal lores and butchery, could even make it not give a bonus to table since it seems like more of a field gift (imo.) Potion %, same thing, alchemy +s. So we're keeping everything within the system of skills and attributes.
We take the potion gift for ogh, well, that's easy, just give them points in pot utilization! The armor wt could be changed to armor training.
Then there are 'unique gifts' that are far enough outside of the skill tree that they can't be replicated and probably could stay. Like the elf "jump with weapon" which is really massively OP in the grander scheme. Resting pulse is also massively OP, but I'm more torn on whether that one should stay, too. I think that can be translated.
The carry wt of ogh, that should stay. The + dmg bonuses and size can stay. The human opportunistic. Shaman should be active regen, the NPC one should be management. The Thursar regen one is an overlap, but it's different enough it probably needs to be kept. It might be one of their saving graces at this point.
You say, you're nerfing the shit out of all of these gifts! But why did they make all of these overlapping gifts that are going to be really hard to balance? The game is so fucky atm that it almost doesn't matter, but it SHOULD matter. I'm all for more flavor gifts or more gifts that give +s to different things. I really would support a "able to mount a (PP) horse while holding a pet, beastmaster skill. There's gotta be a better idea than 50% chance to not use regs... like I said some of these gifts are just thrown together, to me.
TLDR: remake clade gifts to fit within the attribute/skill system, diversify by adding more gifts and getting rid of the + x (unless you wanna turn them into raw + attribute pts, ONCE. The fact that thur's tree is littered with + attribute pt skills is A FUCKING JOKE.) Then keep a few of the unique ones and maybe add one or two more unique 'outside of the system but not overlapping' gifts.