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  1. #1
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default New Version Of Racial Template Suggestion

    This way, a racial template would truly be its own thing!

    This is for vampire, but this could be done for a lot of things but I only looked into vampire enough to figure out how it would be effective. A lot of things seem overpowered until you realize that investing in these kind of enhancements costs about 2-3 times as much as investing in other enhancements that have their own tree. Rather than having their own tree, racial templates would take the empty slot on top of racial trees. Of course investing in the racial template would not lock you out of getting the top tier for your class or universal trees as they are their own thing (Like David Pumpkins).

    Possible Racial Templates I can think of right off the top of my head:

    Vampire
    Fey Touched
    Werewolf
    Forged (Basically you were found on the edge of death and rebuilt 6 million dollar man style and can now heal through repair spells)

    Last edited by Lokeal_The_Flame; 04-14-2020 at 03:13 PM.

  2. 04-14-2020, 03:06 PM


  3. #2
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    No, though I did read your post.

    This suggestion, like most of your others (especially about Vampire), doesn't work well with the way enhancements are designed:

    - The suggestions are so niche that they're overpowered or unappealing. There's one tree (two now, if you count short-term via Apothecary) that heals through negative energy. A Pale Master would always take perks like this, and 7 stacking neg spellpower per level (and some healing amp) puts their survivability WAY too high. Other builds can't get nearly as much benefit from #1 and #2 as they can from positive healing (which also makes group healing harder) and therefore would eschew it entirely

    - The non-numerical perks are too large. For #2, "your choice of dex, cha, int for determining bonus to hit and damage" is both absurdly overpowered and removes the uniqueness from specs that can get access to some or all of these.

    - This power creep makes players with lots of Racial AP way stronger than folks who don't. Half the reason Racial AP aren't the absolute meta is because most racial trees are largely underwhelming

  4. #3
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Discpsycho View Post
    No, though I did read your post.

    This suggestion, like most of your others (especially about Vampire), doesn't work well with the way enhancements are designed:

    - The suggestions are so niche that they're overpowered or unappealing. There's one tree (two now, if you count short-term via Apothecary) that heals through negative energy. A Pale Master would always take perks like this, and 7 stacking neg spellpower per level (and some healing amp) puts their survivability WAY too high. Other builds can't get nearly as much benefit from #1 and #2 as they can from positive healing (which also makes group healing harder) and therefore would eschew it entirely

    - The non-numerical perks are too large. For #2, "your choice of dex, cha, int for determining bonus to hit and damage" is both absurdly overpowered and removes the uniqueness from specs that can get access to some or all of these.

    - This power creep makes players with lots of Racial AP way stronger than folks who don't. Half the reason Racial AP aren't the absolute meta is because most racial trees are largely underwhelming
    The alchemist can not heal themselves through negative energy so that does not count.

    Do the math, it's not overpowered.... it's simply highly specialized.

    The scaling of the negative spellpower gained is based on the negative energy spellpower gained from equipping a silverhtread belt from Ravenloft, it won't stack with that belt but it covers a single effect present on that belt while being equally as powerful. Many enhancements you can take in an enhancement tree match what can be gained from a single effect on an item. The negative healing amp coming from this costs 2 action points per tier, to max out this enhancement you need to spend a total of 6 action points, from here all of the enhancements in this cost a whopping 3 action points and considering that you need to use a feat slot on opening up such enhancements means that is is even further justified. If you are a level 10 character using this system, you are only going to have 77 nullification from this, that means you will only have as much as that one effect on the Silverthread Belt offers. Meanwhile if you are a level 29 using the legendary version you will have 202 nullification spellpower from it in which is just one less point than these enhancements would offer at that level.

    No, it's not absurd, as it is a prerequisite that you shun all healing types aside from negative energy healing in order to get that perk, in which in the opinions shared by the developers, shunning all healing types aside for negative energy healing is a huge downside. The Battalion Brew from the alchemist class is the current easiest to acquire means of gaining intelligence to hit and damage, this is justified by restricting what weapons that works with as is done by this concept as well. Not all classes have the favored weapon system, and so for many builds the favored weapon bonus would be useless, but for those who do have favored weapons, a little extra would be necessary.

    The point as said in the image is to shift strengths and weaknesses in favor of allowing players the option to choose new playstyles, permanently losing the ability to heal through both positive and repair healing types is a huge weakness, especially when effects like Ameliorating Strikes and Thrill Of The Hunt from the falconry tree would damage rather than heal you, hence the justification for the effect at number 5. Enemies with resistance to energy drain are so plentiful the negative levels mentioned on #5 would even be able to considered overpowered, especially at level 30 and especially when considering the absurdly short time enemies retain negative levels on. 25% chance to inflict improved cursespewing isn't even that impressive either when you consider the stanrd effect where the proc rate can rise quite a bit simply by improving your critical hit chances.

    In short, the trade offs are extreme and everything listed is comparable to things that already exist in game to an extent as either an enhancement or as a single item effect where this would not be overpowered but quite balanced for the game.

    Personally, I would not use these enhancements as a pale master, and face it, few would as it is obviously best suited for the Eldritch Knight tree from the trees for the Wizard, I mean if you are already undead you are going to be immune to both the pale master shrouds and druid wild shapes anyways under any reasonable rules!
    Last edited by Lokeal_The_Flame; 04-16-2020 at 01:53 AM.

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