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Merfolk apt tweaks

PostPosted: Wednesday, 19th July 2017, 14:30
by TeshiAlair
Merfolk are one of the most pigeonholed races in this game, with quite a few +- 3 aptitudes. While it is interesting to have a specialized race, I think a bit less extreme would make them more interesting.

Polearms: +4 -> +3
While Polearms apt is one of Mf's defining features, +4 is insane. Unless you are playing Tm or full stealth, it completely invalidates the other options.

Long Blades: +1 -> +2
With HE gone, we don't have a LB niche, and this makes it a bit more of a decision between polearms and LB.

Necro, air, earth: -2 -> -1
Summonings: 0 -> -1
Poison Magic: +1 -> 0 or -1
These all feel pretty arbitrary. Flattening them a bit would preserve Mf's strengths and weaknesses but give them a few more options. If Poison were reduced to -1, I'd say bump Conj to -1 just to make being a VM less miserable.

Re: Merfolk apt tweaks

PostPosted: Wednesday, 19th July 2017, 14:36
by watertreatmentRL
Counterpoint: Polearms are straightforwardly superior to long blades and 3 is still more than 2. Even if merfolk had +3 or 4 in both, you would still go polearms.

I would remind you that minotaurs also have +2 long blades.

As for the other changes, merfolk are primarily distinguished by having better aptitudes than humans (and being able to cheez some entrance vaults). Bringing this human-like species closer to humans is not the way to go in my opinion.

Re: Merfolk apt tweaks

PostPosted: Wednesday, 19th July 2017, 19:19
by TeshiAlair
IMO the interesting distinguishing facets of Mf are the high UC, high dodging, low armor, and low conjurations, and these drastic factors would all be preserved.