Race balance: Ghoul
Posted: Tue Feb 02, 2016 1:32 am
Since I started playing ToME in 1.0.2, there have always been a handful of races that were significantly better than all the others, which weren't worth playing at all if you're playing to win. Back then, the strong races were Shalore at the top, then Thalore and Cornac, then Yeek. Halfling was better than the rest of the races but it still pales in comparison to the Elves and Cornac, Dwarf is just a bad Halfling, Higher is plain awful, and Undead are terrible since on top of having underwhelming racials, they cannot use Infusions. Since then, Doomelves and Ogres were introduced. Doomelf is actually in a great spot, being around Thalore's level of strength, but Ogre was clearly powercreep since it took over Cornac's niche and does it better, being the only race with six Inscription slots and having other perks on top of that. Now that Ogre exists, the gap between the good races and the rest is bigger than ever and needs to be addressed.
Presently, the power of races is something like Shalore = Ogre > Thalore = Doomelf > Yeek > Cornac >>>>> Halfling >>> Dwarf > Higher >>>>> Ghoul > Skeleton. While Cornac and Yeek haven't really been changed since I started playing, I'd say Yeek has passed Cornac in relevance since Ogre is a better Cornac, so I rank Yeek slightly higher. This list is probably not perfect, but I am positive no race is more than one place off of where it belongs. Since Undead are the weakest races by a massive margin, I would like to address them first, but I plan on making further race balance posts for the other races in the future. I currently have ideas for Skeleton and Cornac, which I will make separate threads for soon.
I believe around Thalore/Doomelf level is desirable for most races, and ideally none should be stronger than Shalore currently is or weaker than Yeek currently is. This means that Ghoul and Skeleton must have, by a significant margin, the most powerful racials in the game (Ghoul even more so because of the 20% global speed penalty). This is because Infusions are much better than Runes for the most part and not having access to powerful Infusions like Movement, Heroism, and Wild is absolutely crippling. Undead races must be able to succeed without Infusions, so they need very powerful survivability and status cleansing powers to fill the void of Infusions. With this in mind, here are my propositions for rebalancing Ghoul.
My vision for Ghoul is they ought to absorb tons of damage and resist physical status effects, allowing them to last in extended fights. It seems like this was the original intention for Ghoul but in reality they lack mobility and status cleansing, and their defense is actually very poor overall. Specific classes I would like Ghoul to be good with are Necromancer and Reaver, because of the Undead and Disease synergies, but I would like for Ghoul to be at least viable for all non-Wilder classes.
Ghoul
Current: Improves your ghoulish body, increasing Strength and Constitution by 2-11. Your body also becomes incredibly resilient to damage, you can never take a blow that deals more than 90-50% of your maximum life.
New: Improves your ghoulish body, increasing Strength and Constitution by 2-11. Your body also becomes incredibly resilient to damage, any damage past 10% of your maximum life that you would take from a single blow is reduced by 10-50%
This is going to be so strong that it would be insanely overpowered on a class that could use Infusions, but since the only way Ghoul can heal on classes like Brawler or Bulwark is Retch, it really needs to be this good. Also the way it's worded means that the first 10% of your health the damage instance would do isn't reduced, only the damage beyond that is reduced. So if you have 100 max health and would take 30 damage, 20 of that damage would be reduced but the first 10 damage would all hit, so at this talent's max rank 10 damage of the 30 would be blocked. Additionally, this block wouldn't work with damage shields.
Ghoulish Leap
Current: Leap toward your target. Cooldown: 20-12. Range: 5-10.
New: Leap toward your target, removing stunning, dazing, and pinning effects. Cooldown: 12-8. Range: 5-10. Use time: 75% of a turn.
Ghoul needs a mobility talent, but the old Ghoulish Leap took too long, allowing you to get double turned. Also its cooldown was way too long making it worse than Phase Door. This new version prevents you from getting doubleturned and acts as a cleans for the same statuses Movement Infusion prevents, giving it a similar roll overall to Movement Infusions. The cleanse seems better than it actually is because you will easily hit 100% stun resistance thanks to Ghoul's innate 50% stun resistance, so the things it will cleanse late game are pins.
Retch
Current: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7-16 turns, and deals X (Con based) blight damage or heals X (Con based) life. Creatures standing in the retch also have 6-27% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Cooldown: 25.
New: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7-12 turns, and deals X (Con based) blight damage or heals X (Con based) life. The user will heal for 8% of the damage it deals to creatures in the retch as long as the user remains in the area as well. Creatures standing in the retch also have 6-27% chance to remove a physical or magical effect each turn, with 100% chance on the first turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Cooldown: 15.
It used to suck at healing, but the lifesteal will make it suck less. Note that the lifesteal isn't that much better than Bloodcaller which all classes have access too, it's just way more reliable. However, it confines you to the area so if you have to run, you won't be able to lifesteal for a while. Also the guaranteed cleanse on the first turn can help remove something that needs to be removed immediately, like Blinding Speed from an enemy or Impending Doom from yourself.
Gnaw
Current: Gnaw your target for 30-65% (weapon) damage. If your attack hits, the target may be infected with Ghoul Rot for 4-8 turns. Each turn, Ghoul Rot inflicts X blight damage. At talent level 2, Ghoul Rot also reduces Strength by Y; at level 3 it reduces Dexterity by Y, and at level 4 it reduces Constitution by Y. At talent level 5 targets suffering from Ghoul Rot rise as friendly ghouls when slain. The blight damage and stat damage scales with your Constitution. Cooldown: 15.
New: Gnaw your target for 100% (weapon) damage. This attack infects the target with Ghoul Rot for 4-8 turns, and cannot be saved against or resisted. Each turn, Ghoul Rot inflicts X blight damage. At talent level 2, Ghoul Rot also reduces Strength by 2*Y; at level 3 it reduces Dexterity by 2*Y, and at level 4 it reduces Constitution by 2*Y. At talent level 5 targets suffering from Ghoul Rot rise as friendly ghouls when slain. The blight damage and stat damage scales with your Constitution. Cooldown: 8.
Since it can't miss anymore, it can now be used by casters, though they will still need to be in melee range. Also it can't be resisted anymore similar to epidemic, since most classes don't have a mechanism to deal with disease immunity and having to deal with spell saves sucks on physical or mind characters. The cooldown has been significantly reduced and the weapon damage has been increased in order to make it a core part of any melee character's standard rotation. The stat reduction has been increased since it's very low currently, now it will significantly weaken enemy melee attacks. The stat reductions barely matter anyway aside from Strength, but if they're going to be included we may as well have them be good.
Presently, the power of races is something like Shalore = Ogre > Thalore = Doomelf > Yeek > Cornac >>>>> Halfling >>> Dwarf > Higher >>>>> Ghoul > Skeleton. While Cornac and Yeek haven't really been changed since I started playing, I'd say Yeek has passed Cornac in relevance since Ogre is a better Cornac, so I rank Yeek slightly higher. This list is probably not perfect, but I am positive no race is more than one place off of where it belongs. Since Undead are the weakest races by a massive margin, I would like to address them first, but I plan on making further race balance posts for the other races in the future. I currently have ideas for Skeleton and Cornac, which I will make separate threads for soon.
I believe around Thalore/Doomelf level is desirable for most races, and ideally none should be stronger than Shalore currently is or weaker than Yeek currently is. This means that Ghoul and Skeleton must have, by a significant margin, the most powerful racials in the game (Ghoul even more so because of the 20% global speed penalty). This is because Infusions are much better than Runes for the most part and not having access to powerful Infusions like Movement, Heroism, and Wild is absolutely crippling. Undead races must be able to succeed without Infusions, so they need very powerful survivability and status cleansing powers to fill the void of Infusions. With this in mind, here are my propositions for rebalancing Ghoul.
My vision for Ghoul is they ought to absorb tons of damage and resist physical status effects, allowing them to last in extended fights. It seems like this was the original intention for Ghoul but in reality they lack mobility and status cleansing, and their defense is actually very poor overall. Specific classes I would like Ghoul to be good with are Necromancer and Reaver, because of the Undead and Disease synergies, but I would like for Ghoul to be at least viable for all non-Wilder classes.
Ghoul
Current: Improves your ghoulish body, increasing Strength and Constitution by 2-11. Your body also becomes incredibly resilient to damage, you can never take a blow that deals more than 90-50% of your maximum life.
New: Improves your ghoulish body, increasing Strength and Constitution by 2-11. Your body also becomes incredibly resilient to damage, any damage past 10% of your maximum life that you would take from a single blow is reduced by 10-50%
This is going to be so strong that it would be insanely overpowered on a class that could use Infusions, but since the only way Ghoul can heal on classes like Brawler or Bulwark is Retch, it really needs to be this good. Also the way it's worded means that the first 10% of your health the damage instance would do isn't reduced, only the damage beyond that is reduced. So if you have 100 max health and would take 30 damage, 20 of that damage would be reduced but the first 10 damage would all hit, so at this talent's max rank 10 damage of the 30 would be blocked. Additionally, this block wouldn't work with damage shields.
Ghoulish Leap
Current: Leap toward your target. Cooldown: 20-12. Range: 5-10.
New: Leap toward your target, removing stunning, dazing, and pinning effects. Cooldown: 12-8. Range: 5-10. Use time: 75% of a turn.
Ghoul needs a mobility talent, but the old Ghoulish Leap took too long, allowing you to get double turned. Also its cooldown was way too long making it worse than Phase Door. This new version prevents you from getting doubleturned and acts as a cleans for the same statuses Movement Infusion prevents, giving it a similar roll overall to Movement Infusions. The cleanse seems better than it actually is because you will easily hit 100% stun resistance thanks to Ghoul's innate 50% stun resistance, so the things it will cleanse late game are pins.
Retch
Current: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7-16 turns, and deals X (Con based) blight damage or heals X (Con based) life. Creatures standing in the retch also have 6-27% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Cooldown: 25.
New: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7-12 turns, and deals X (Con based) blight damage or heals X (Con based) life. The user will heal for 8% of the damage it deals to creatures in the retch as long as the user remains in the area as well. Creatures standing in the retch also have 6-27% chance to remove a physical or magical effect each turn, with 100% chance on the first turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Cooldown: 15.
It used to suck at healing, but the lifesteal will make it suck less. Note that the lifesteal isn't that much better than Bloodcaller which all classes have access too, it's just way more reliable. However, it confines you to the area so if you have to run, you won't be able to lifesteal for a while. Also the guaranteed cleanse on the first turn can help remove something that needs to be removed immediately, like Blinding Speed from an enemy or Impending Doom from yourself.
Gnaw
Current: Gnaw your target for 30-65% (weapon) damage. If your attack hits, the target may be infected with Ghoul Rot for 4-8 turns. Each turn, Ghoul Rot inflicts X blight damage. At talent level 2, Ghoul Rot also reduces Strength by Y; at level 3 it reduces Dexterity by Y, and at level 4 it reduces Constitution by Y. At talent level 5 targets suffering from Ghoul Rot rise as friendly ghouls when slain. The blight damage and stat damage scales with your Constitution. Cooldown: 15.
New: Gnaw your target for 100% (weapon) damage. This attack infects the target with Ghoul Rot for 4-8 turns, and cannot be saved against or resisted. Each turn, Ghoul Rot inflicts X blight damage. At talent level 2, Ghoul Rot also reduces Strength by 2*Y; at level 3 it reduces Dexterity by 2*Y, and at level 4 it reduces Constitution by 2*Y. At talent level 5 targets suffering from Ghoul Rot rise as friendly ghouls when slain. The blight damage and stat damage scales with your Constitution. Cooldown: 8.
Since it can't miss anymore, it can now be used by casters, though they will still need to be in melee range. Also it can't be resisted anymore similar to epidemic, since most classes don't have a mechanism to deal with disease immunity and having to deal with spell saves sucks on physical or mind characters. The cooldown has been significantly reduced and the weapon damage has been increased in order to make it a core part of any melee character's standard rotation. The stat reduction has been increased since it's very low currently, now it will significantly weaken enemy melee attacks. The stat reductions barely matter anyway aside from Strength, but if they're going to be included we may as well have them be good.