Veteran System quick idea/suggestion list

Iloros

Member
Dec 14, 2023
67
23
8
I will mostly focus on augmentation of clade gifts, as other things in veteran system are pretty straight forward, some skill points, some attribute points, no suggestions there, just dont make it way too much. I will use a lot of examples to give ideas, but this should be applied to every single clade gift you come across and decide to augment, think "Will anyone pick this over that and how does it compare to other races clade gifts?" and another question "can this afford to get an augmented version or is it already game breaking?".

1. Some active clade gifts should get miniscule augments, if at all, else noone will pick stat increases instead of active clade gifts, why pick +2 more raw strength when I can pick +50 more potion or double pipes. Maybe make only active clade gifts augmentable or make stat augments high in proportion (+2 str goes to +8 if you augment it)

I will name some clade gifts that are way stronger than others off top of my head:

Pipes, Beer belly, armor weight and rock solid for Oghmirs,

Lifesteal, adamant, styg for Thursars,

Cleric, Tactician, Human warcries in humans,

Runners high, Alvarin's warcry and the 2.5% speed clade gifts for Alvarins.

Striker for every race that has it (+3% damage bonus)

Those should be kept in mind. Especially the Oghmir clades and tactician specifically, I will be honest, they are giving so many stats and utility already, beer belly cannot give any more potion utilization, pipes cannot be any stronger, and Oghmirs cannot wear any more weight, or we are back to the old meta, I mean Oghmirs are still the meta in team fights, and your tower shield balance was completely useless. Their clade gifts, the three I named already feel augmented.

I cannot begin to explain to you how many levels is 100 potion utilization for free better than +20 raw strength (which is 6/7% damage bonus depending on your height and current strength) for 15 seconds. The Battle Cry clade gift should be permanent to match utility of Beer Belly in any fight and I can prove it simply. 100 Skill points in aggressive stance gives 5% +3 flat damage permanently to all meele attacks which is about how much 20 strength would give you if not more, due to flat 3, which 5% usually wont exceed unless you are doing 100s of damage in a hit which you are not against good armor, both cost 100 points, and I have seen more Oghmirs run without aggressive stance (still not many and there is no reason to) than without potion utilization. So I would say being able to heal for 65 extra up to much more depending on the potion is as good as dealing that 3-5 extra damage per hit if we high ball it permanently.

What you could do is nerf their non augmented versions and make current versions of OP clade gifts the augmented version - for example for beer belly, if there is 3 levels of augmentation lets say, first level 50, second 75, third 100. And then you have some clades like Battle Cry that should be their augmented versions AT BASE since you are touching up on clade gift balance after so long - so Battle Cry at base with no augmentation lasts 30 seconds, gives 30 strength, augmented 40 strength, 45 seconds. Just an example you can play with numbers, but it should be higher than what it is now.

2. The stat ones should also be kept in order, as I mentioned striker is way stronger than large lungs on Thursars for example, and if you increase both by same %, people will just pick whatever they picked before, no variety, no new builds. Striker costs 9 attribute points, large lungs + thick skin (+5 stamina and +5 HP) together are just 5 attribute points (5 con that gives 5 stamina and 5 HP) so I would suggest nerf striker or buff other stat boosts and then augment, - striker 2/3/4% dmg bonus vs thick skin/large lungs 5/10/15 HP/stam, that would make it better balanced and you would see again, more variety in builds which is what this game should aim for.

Keep in mind striker still costs 12 attribute points at max level and 4, while together thick skin and large lungs are only 15 constitution, which sits at 7.5 attribute points per gift, vs 12 for striker, but I would still call that balanced. The numbers on clade gift trees are unbalanced and currently give no variety to builds. Every THursar, every oghmir, every Veela, has same skill tree if they are of same class (footfighter vs mage) there is no reason not to go for pipes, or to go for any stat gifts vs active gifts unless you are a Thursar and have 3 borderline useless active clade gifts in Thursar warcry, Battle cry and Adrenaline.

3, Last but not least - make it an in game progression, glory should level it up, not months played or anything else. Glory as exp (killing mobs) is used in every game as progression tool, dont make veteran system tied to something time based, like months played, make it something you can farm in game to promote more movement in the game, And perhaps make it based on current glory you have too, hence veteran system name.


So in short, I dont wanna see all the same clade gifts picked again doubled up, make every clade gift augmentation count to promote build variety and make it based off of glory, not months played, I will make sure to give feedback when the veteran system comes out because it is a huge change the way it got described to me.


Anyone unbiased in comments should also mention some weak or strong clade gift examples and what numbers you feel are fair to see on them after augmentation, I understand SV has data, but sometimes data is misleading as there is 20 levels and 30 gifts, some of which dont even work, so even if you see large lungs has 95% pick rate, let's say its nowhere close to something like adamant or striker. This system is make or break and if you need to touch up on it after sprint 4, you should,