I do care about consistency, but only up to a point.Strongpoint wrote:Why only -10% fire resist? Why not keep it consistent with NPC and do -50% fire resist that will be noticeable... -10% is basically nothing. It doesn't force player to change strategy in any way.
This is after all also a 'rework' - so I'm being consistent in the 'other'direction, by also changing NPC trolls - they're not very interesting. Or challenging, really.
I felt 50% vulnerability was simply too much, considering fire a common element too.
Perhaps 20% or even 25% might be better, all think considered.
Still don't think stone trolls should get that, although perhaps lowering their speed to 80% could be an idea.
It is inconsistent...and that's intentional! I don't like how most activated tier 1 racials only lower cooldown with TL. So I do want this to scale with talent level, although I might change how.I dislike that first racial talent scales with talent level, that inconsistent with other first racial talents
I think you're right on this part.1 life regen + 1% heal mod aren't far away of being worth generic points by itself, but potential +20 life regen + 20 % heal mod doesn't look THAT strong if you consider that in 1.05 with five class talent points will grant +12 life regen, my problem that you get that anyway as a free bonus...because all current racials would be worth taking even without that bonus
And yes, the Quick Metabolism change was one of the reasons why I thought the life regen wouldn't be too crazy, relatively.
Now, as for the point of free bonuses is for the race to be fairly powerful - especially early on - and 'different' so it's not just like playing a superstrong human/dwarf.
I do like the idea of races providing more 'scaling'benefits and putting that on talents looked good, but I'm having second thoughts - perhaps, to make it so the regeneration/armor/extra is nice, but not overpowered and doesn't make the talents 'mandatory', I could make it be gained for free at level up...different amounts though.