Merfolk apt tweaks
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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.
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.