Race Balance: Skeleton
Posted: Thu Feb 04, 2016 12:27 am
A thread for balancing Skeletons was likely to pop up soon, but personally I wouldn't mind talking about the Skeletons now. For those who haven't, you may want to read the thread started by bpat in relation to balancing Ghouls as there may be some thoughts that may be shared between these threads: Race balance: Ghoul
Alright, first, I like to go in depth when I'm in the Idea Board so hope people can indulge me for a bit while I lay out a bit about Skeletons:
Intrinsics:
Life Rating of 12
Starts with +4 Strength and +3 Dexterity
No Starting Stats in the Negative
Two Good Racial Talents - Bone Armor and Resemble
Immunities to Fear, Poison, and Bleeding
Do not Suffocate
Experience Penalty of 40%
Unable to use Infusion Inscriptions
Cannot eat the Heart of the Sandworm Queen to gain the Harmony Tree
Unable to choose the Wilder Meta-classes
The First Skeleton Racial Talent feels useless
Gameplay:
Playing with Skeletons is quite interesting. A lot of the playstyle employed for Skeletons varies around how their Racial Talents interact with the class picked by the player - for example, the classic Skeleton Archmage build with an emphasis on never-ending Damage Shields, or playing a Skeleton Sun Paladin with a never-ending array of protection or self-healing. Playing classes the emphasis the Dexterity Stat are also good since Bone Armor scales with it - thus a class like Archer or Skirmisher can do decently as well.
Without a doubt, the Racial Talents for Skeletons are one of the biggest draws for playing them. However, due lacking the ability to use Infusion Inscriptions, they are also must-have investments as well. Skeletons are very heavily dependent on investing in their Racials to help them survive - and/or investing in Generic Talents from Escort Categories they may pick up from Escorts they save. This tends to make Skeletons very tight in Generic Point expenditure which can hurt them on certain Generic Talent heavy classes.
Another key element of lacking Infusion Inscriptions is the need to look for other means to negate detrimental effects. While one of their Racial Talents, Resilient Bones, helps out players a lot in mitigating the duration of detrimental effects, it doesn't necessarily help in removing them. This lends to Skeletons being heavily reliant on acquiring Offensive Runes - Heat Beam, Biting Gales, and Acid Wave to give them options in removal detrimental effects; which lends to Skeletons being extremely vulnerable to the Silence effect.
Looking into experience of playing Skeletons, the general theme that seems to be commonly employed with Skeletons is burst gameplay - by this I mean playing the Skeleton in a manner for which enemies are defeated quickly and not drawing fights out over the long term. The lack of Infusions and cooldown on Racial Talents necessitate this due to Skeletons not have a lot of staying power once all their Shielding Runes and Racial Talents are on cooldown.
Suggested Improvements:
So, coming down to it, here is some ideas to improving Skeletons:
Change 1: Drop The Experience Penalty from 40% to 25%, same as Ghouls.
Change 2: Merge Resilient Bones into Skeleton, both improving the first Racial Talent for Skeletons, and opening up another Racial Talent slot for something else.
Change 3: Make a new Racial Talent which is dedicated towards helping Skeletons against Detrimental Effects - specifically those that the player really can't afford to just mitigate.
In regards to Change 3, some ideas to throw out might be for a new Talent:
Runic Cleansing: Idea 1
When using Heat Beam, Biting Gale, Acid Wave, and Lightening Runes you remove an Talent Level number of any detrimental effects. At Talent Level 5 you gain the ability to use Offensive Runes even when Silenced.
Runic Cleansing: Idea 2
When using an Heat Beam, Biting Gale, and Acid Wave Runes you gain temporary immunity to the associated Physical, Mental, or Magical detrimental effects associated with the Rune used for Talent Level turns.
Effects: The general idea of this type of Talent would be to give players the ability to deal with detrimental effects. The first idea is sort of a reactive type of idea while the second idea is more of a pre-planning idea. Of the two ideas, the second Idea is probably a better fit since it goes along well with Bone Armor which is another pre-panning type of Talent.
Alright, first, I like to go in depth when I'm in the Idea Board so hope people can indulge me for a bit while I lay out a bit about Skeletons:
Intrinsics:
Life Rating of 12
Starts with +4 Strength and +3 Dexterity
No Starting Stats in the Negative
Two Good Racial Talents - Bone Armor and Resemble
Immunities to Fear, Poison, and Bleeding
Do not Suffocate
Experience Penalty of 40%
Unable to use Infusion Inscriptions
Cannot eat the Heart of the Sandworm Queen to gain the Harmony Tree
Unable to choose the Wilder Meta-classes
The First Skeleton Racial Talent feels useless
Gameplay:
Playing with Skeletons is quite interesting. A lot of the playstyle employed for Skeletons varies around how their Racial Talents interact with the class picked by the player - for example, the classic Skeleton Archmage build with an emphasis on never-ending Damage Shields, or playing a Skeleton Sun Paladin with a never-ending array of protection or self-healing. Playing classes the emphasis the Dexterity Stat are also good since Bone Armor scales with it - thus a class like Archer or Skirmisher can do decently as well.
Without a doubt, the Racial Talents for Skeletons are one of the biggest draws for playing them. However, due lacking the ability to use Infusion Inscriptions, they are also must-have investments as well. Skeletons are very heavily dependent on investing in their Racials to help them survive - and/or investing in Generic Talents from Escort Categories they may pick up from Escorts they save. This tends to make Skeletons very tight in Generic Point expenditure which can hurt them on certain Generic Talent heavy classes.
Another key element of lacking Infusion Inscriptions is the need to look for other means to negate detrimental effects. While one of their Racial Talents, Resilient Bones, helps out players a lot in mitigating the duration of detrimental effects, it doesn't necessarily help in removing them. This lends to Skeletons being heavily reliant on acquiring Offensive Runes - Heat Beam, Biting Gales, and Acid Wave to give them options in removal detrimental effects; which lends to Skeletons being extremely vulnerable to the Silence effect.
Looking into experience of playing Skeletons, the general theme that seems to be commonly employed with Skeletons is burst gameplay - by this I mean playing the Skeleton in a manner for which enemies are defeated quickly and not drawing fights out over the long term. The lack of Infusions and cooldown on Racial Talents necessitate this due to Skeletons not have a lot of staying power once all their Shielding Runes and Racial Talents are on cooldown.
Suggested Improvements:
So, coming down to it, here is some ideas to improving Skeletons:
Change 1: Drop The Experience Penalty from 40% to 25%, same as Ghouls.
Change 2: Merge Resilient Bones into Skeleton, both improving the first Racial Talent for Skeletons, and opening up another Racial Talent slot for something else.
Change 3: Make a new Racial Talent which is dedicated towards helping Skeletons against Detrimental Effects - specifically those that the player really can't afford to just mitigate.
In regards to Change 3, some ideas to throw out might be for a new Talent:
Runic Cleansing: Idea 1
When using Heat Beam, Biting Gale, Acid Wave, and Lightening Runes you remove an Talent Level number of any detrimental effects. At Talent Level 5 you gain the ability to use Offensive Runes even when Silenced.
Runic Cleansing: Idea 2
When using an Heat Beam, Biting Gale, and Acid Wave Runes you gain temporary immunity to the associated Physical, Mental, or Magical detrimental effects associated with the Rune used for Talent Level turns.
Effects: The general idea of this type of Talent would be to give players the ability to deal with detrimental effects. The first idea is sort of a reactive type of idea while the second idea is more of a pre-planning idea. Of the two ideas, the second Idea is probably a better fit since it goes along well with Bone Armor which is another pre-panning type of Talent.