PDA

View Full Version : I would like to see Race Specific Abilities



Rubeus
03-09-2011, 06:31 AM
Since the release of the game, and in contrast against other games like World of Warcraft, I've noticed that while your job composes who you are, the Beastmen always have a unique edge on you; they can use something like Race Specific Abilities. I was thinking it would be really neat if the players got those as well, and so I've composed a list of how they might fit and work. They would scale based off of your current job and number of party members, perhaps be related to Signet being active on the player. Each race would have weapon skills related to it and abilities it could activate.

Here they are:

***********Humes:
Morale: Raises all stats by +1 from levels 1-19, +2 at levels 20-29, +3 at levels 30-39, capping out at +7 at 70+. This effect has a 15 minute recast and lasts 1 spell or weapon skill.

WS: Opportunist: Find a flaw in the armor or stance an enemy's taking, delivering a critical blow that lowers defense. Chance of critical hit and defense lowered varies with TP.

Channel: Raises spell concentration by 1-10% based off remaining MP. Lasts 1 spell or 1 minute. Recast: 15 minutes.

Addle: Lowers enemy spell concentration by a 1-10% based off your current HP. Lasts 1 minute. Recast: 15 minutes.

*********Elvaan:
Sanctity: Restore ~10-25% of current HP of user to the party over time, based off of the level of the elvaan. Recast: 15 minutes.

Riposte: Elvaan changes stance with weapon and focuses on attack, guaranteeing the next hit is countered. Amount of countered damage varies with TP. Recast: 5 minutes.

Concentrate: Raises Magic Attack by 5-10% depending on TP. Lasts 1 spell or 1 minute. Recast: 15 minutes.

WS: Hamstring: Lowers evasion or acc of the enemy, depending on TP and depending on current job, from 1-10.

*********Galka:
Fortification: Increase hate of user, decrease physical damage received by 10-25%, based off currently remaining HP. Recast: 15 minutes.

WS: Hammerblow: A powerful strike to the head, delivering amnesia. Chance and duration of amnesia varies with TP.

Confuse: Lowers Magic Accuracy of a target by 1-10 for 10-30 seconds, based off the current job of the galka. Lasts 1 minute. Recast: 5 minutes.

Exert: Extends range and duration of spells similar to CoMPosure. Lasts 1 spell or 1 minute. Recast: 15 minutes.

*********Mithra:
Reflex: Increase accuracy, ranged accuracy, and evasion in relation to level, up to a maximum of +10. Lasts 2 minutes. Recast: 5 minutes.

WS: Crescent Kick: A flip attack against the enemy, causing stun. Chance and duration of stun varies with TP.

Diffuse: Lowers enmity over time depending on the difficulty of the currently engaged monster. Higher difficulty yields better results, up to a minute in duration and at a maximum of -30. Recast: 5 minutes. Shares its recast with Histrionize.

Histrionize: Raises enmity over time depending on the difficulty of the currently engaged monster. Higher difficulty yields better results, up to a minute in duration and at a maximum of +30. Recast: 5 minutes. Shares its recast with Diffuse.

*********Tarutaru:
MBarrier: Nullifies the effect of the next spell cast against them, restoring the MP to the taru equal to 50% of the MP that spell normally costs. Lasts 1 spell or 1 minute. Recast: 15 minutes.

WS: Gouge: A double attack with a chance to lower accuracy, attack, defense, or evasion. Damage and chance/duration/effect increases with TP.

Distribute: Spend HP points that have accumulated in a "reserve pool" to nearby party members, at choice. These points are gained through HP that cascades over any additional cure effect that is otherwise wasted on a person with full health. The HP stored in this pool can equal a third of the HP or MP pool of the taru using it, whichever is lower, and not for more than an hour. In other words an ability that distributes HP healed cascading over your max HP or MP to nearby party members or saves it for later, similar to a scholar's sublimation charge. Holds up to 1/3 the taru's max HP. Lasts 1 hour. Recast: 15 minutes.

Retain: Receive MP back for magical damage dealt to the enemy after it has already been killed. i.e. if fire dealt 100 damage to an enemy with 20 health, 80 damage remains. If fire costs 24 MP, 19 MP is restored. This effect lasts 1 spell or 1 minute. Recast: 5 minutes.

Nickdogg
03-09-2011, 06:41 AM
Bumpity bump

Rubeus
03-09-2011, 07:01 AM
should this be moved to feedback?

Maurauc
03-09-2011, 07:02 AM
Please, no. Most of the races are fairly balanced no matter the job at 90, depending on what gear you can achieve. There's no point trying to further the races away from each other at this point in the game, unless SE was willing to allow players to change races, which they've already said they won't.

rog
03-09-2011, 07:07 AM
I don't think driving a bigger wedge between the races is a good thing.

Rubeus
03-09-2011, 07:16 AM
reposted there ^^;

Rubeus
03-09-2011, 07:19 AM
yeah but the primary problem there is, the game is SO gear-heavy at this point. it's a little impractical to be changing armor mid-fight (from an adventuring standpoint) and this especially helps low-level players out, while still not being overpowered for an L90 player. Furthermore, certain jobs (bard comes to mind...) are already massively under-powered as compared to virtually any other job. Paladin for instance is being usurped by Monk. New RSA would give the player the ability to be more versatile in battle for solo play, groups, and is easily introduced at low levels without breaking higher levels.

Volkai
03-09-2011, 07:22 AM
The playable races are the chosen of Altana, as opposed to the Beastmen favored by Promathia. Promathia gave his chosen abilities based on race. Altana did not.

Andevom
03-09-2011, 07:51 AM
The problem is you're introducing abilities that not everyone can get.

What you have here is essentially one of two things:

1) One race gets an ability (say a WS) that is demonstrably better than other races' abilities, especially for certain jobs where one race would love to have another race's ability but can't. You create a demand for not only certain jobs, but certain races playing those jobs.

2) The abilities become pretty much just vestigial content.

Now you can say "Well, we can make the abilities balanced and equal to each other," but then there's really nothing special to them outside of their names, and such abilities may as well just be given to everyone or tacked onto a job.

I mean, it seems like you put a lot of time into coming up with this list, and I don't want to say your creativity was wasted in doing so (it was certainly interesting to read), but it just doesn't seem like it has much of a place in the game.