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Starting skill points vary greatly among races


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Why do starting skills points vary so greatly between races of the same class?

I have made a new character of every class/race combination and recorded their starting skill points.

For Example, on the KNIGHT

Centaur: 188

Elken: 248

Fae: 218

Guinecean: 248

High-Elf: 188

Human: 188

Stoneborn has 293.

Champion

Centaur: 188

Half-Giant: 283

Minotaur: 223

Stoneborn: 293

It's like this for every class. Stoneborn ALWAYS has way more than everyone else.

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Race's are supposed to have racial passives that make up for that lack of raw stats. But currently there are some major gaps. Humans may have it worst at the moment. They have the bad stats you listed above and their "unique bonus" which is supposed to offset that stat downside is an extra toolbar slot (which no longer matters) and an extra minor discipline. 

Edited by Ranik

Shadowbane style advantage / disadvantage disciplines when? ~Yianni 1/21/21

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30 minutes ago, Crash_Corrigan said:

Even the best racial passives don't make up for it. I'd rather not have them and just have even starting stats. It's sad to see this level of imbalance make it all the way to beta. 

So depending on what you are talking about, those attributes actually mean a lot less than a lot of people think they do. They tend to have the greatest factor when it comes to crafting but even then you're usually choosing a specific class(race isn't the only thing that modifies starting attributes) for the starting attributes and choosing a race that has the built in crafting passive.

Yoink made a thread probably about a year ago comparing the attribute differences between a white and a green vessel and what they actually translated to in terms of combat stats that applies a bit here as well. A lot of Stoneborn stats are in Con for instances which does a couple of things. It gives you 3 hp per point, increases your barrier bonus, and improves your block. That seems like quite a bit of things it does until you think about the fact that only a couple of classes can make use of the block and some classes really don't have a ton in barriers. It makes that 3hp per point look pretty sad without getting value from the other pieces. What this can do is make a compelling argument to choose a race based off of the starting attributes it has in an area that you desire that you can then compare to another race which might have some good racial bonuses.

If you truly believe that some of those racial passives don't outweight the raw attributes, I suggest actually calculating out what you're getting from those raw attributes because in a lot of cases you're just plain wrong. It gets even more messy when you start hitting caps on things and need to shift points to places that may have not been first choices for attributes or stats but become a better choice when your primary attribute may be capping AP or something else like that.

Generally several of those racial passives modify things that don't tend to get capped out and are not modified by the attributes that you're referring to. It is also worth noting that different races have different caps on their stats as well which can become significant late game. White vessels tend not to touch them but colored vessels can change that a bit.

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there been alot of nerfs/buffs aswell since the stats were set and they havant realy been changed.
Take woodelfs for example they had generaly lower stat pool due to there dodge being so good but now that nerfed there stat pool doesnt make up for it.

however there is a balancing patch cming up which might fix these

Veeshan Midst of UXA

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1 hour ago, Crash_Corrigan said:

Even the best racial passives don't make up for it. I'd rather not have them and just have even starting stats. It's sad to see this level of imbalance make it all the way to beta. 

How do you come to this conclusion? What data?

I agree that races aren't entirely balanced per class, but adding up starting stats is a poor way to approach it.

Edited by APE

 


 

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On 9/9/2020 at 4:40 PM, Crash_Corrigan said:

Even the best racial passives don't make up for it. I'd rather not have them and just have even starting stats. It's sad to see this level of imbalance make it all the way to beta. 

As a new player you might have some different expectations for how attribute points are valued.

The passives, generally, are why people take races as they are "evergreen" and in most cases add important utility to the character. Attribute points on the other hand have very little return per point and are customized by necromancers when new vessels are crafted. The important numbers on a character sheet aren't actually the attribute points, but the things to the right of them, which are raised much more efficiently by talents, disciplines, training, buffs, and gear than attribute points.

Trying to minmax attribute points is usually something you do after minmaxing the combination of racial passives, actives, and disciplines rather than before because those are where the most impact from race choice lies, and because most builds can get everything they need attribute wise from a crafted vessel.

Edited by PopeUrban

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Rub rock on face and say "Yes food is eaten now time for fight"

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