Barab wrote: » The original OG Dwarf flip.https://youtu.be/xFXUYl2ljqI?si=IUflLeZMz47BUP38 I will assume the Dunir model is still under construction and look forward to giving proper feedback once we are in testing. We look forward to avenging Dunir tank BrianF's face shaving as we suspect Empyrean and Py'Rai Elven hands at work there.
RocketFarmer wrote: » People talk about wanting heavy weapons to have impact. I think they need to ensure that the orcs and dwarves have the physical presence of impact. Meaning they should have greater force and momentum in collision physics. A group of dwarf tanks in a shield wall should be able to plow into opponents, pushing them back. If mobility is the virtual of elves and versatility is the virtue of humans, then dwarves need that physical presence although they lack stature, which should create a smaller hit box.
Songcaller wrote: » RocketFarmer wrote: » People talk about wanting heavy weapons to have impact. I think they need to ensure that the orcs and dwarves have the physical presence of impact. Meaning they should have greater force and momentum in collision physics. A group of dwarf tanks in a shield wall should be able to plow into opponents, pushing them back. If mobility is the virtual of elves and versatility is the virtue of humans, then dwarves need that physical presence although they lack stature, which should create a smaller hit box. Except the races have lost all racial traits. Each race is a basic skin with augments attached. I do not see how an augment will be able to spec into a stat like strength. If you are too blasay to make the strength higher than all others then strength won't have to be speced into and everyone and their mums will only request dwarf tanks forever more. I do not enjoy meta gaming. I want a blank slate as much as possible to build my toon. It's like Baldurs Gate 3. 90% of players used Half Elves for their toons because of the amalgamation of the racial traits and I do not particularly want 90% of tanks to be dwarves. Hell, I don't want 90% of dwarves to be clerics either.
Caeryl wrote: » When did we have racial traits scrapped? I missed that update and would be disappointed to see it go
Barab wrote: » The original OG Dwarf flip.https://youtu.be/xFXUYl2ljqI?si=IUflLeZMz47BUP38
Halae wrote: » We don't know when exactly it was that they made the change, but the idea is, instead, "backgrounds", at least as of about 9 months ago. You can see it here in this Reddit thread. The idea is that backgrounds replace races as the source point for your racial augments, so that you can choose the character visuals you like without being boxed into a mechanical position just because you elected to be muscular, or short, or whatever. It's actually important to note that if this is the thing they end up going with (which isn't guaranteed) then backgrounds are actually easier to add new versions of than races. Races require an animation setup, model work, adding it to the character creator, etc. whereas backgrounds are a selection and some bonus options that you can staple onto your skills in place of other augments. That's a good thing. There's lots of people who don't want to be constrained by CharOp the same way you are in dungeons and dragons or whatever.
Halae wrote: » Caeryl wrote: » When did we have racial traits scrapped? I missed that update and would be disappointed to see it go We don't know when exactly it was that they made the change, but the idea is, instead, "backgrounds", at least as of about 9 months ago. You can see it here in this Reddit thread. The idea is that backgrounds replace races as the source point for your racial augments, so that you can choose the character visuals you like without being boxed into a mechanical position just because you elected to be muscular, or short, or whatever. It's actually important to note that if this is the thing they end up going with (which isn't guaranteed) then backgrounds are actually easier to add new versions of than races. Races require an animation setup, model work, adding it to the character creator, etc. whereas backgrounds are a selection and some bonus options that you can staple onto your skills in place of other augments. That's a good thing. There's lots of people who don't want to be constrained by CharOp the same way you are in dungeons and dragons or whatever.
Caeryl wrote: » Halae wrote: » Caeryl wrote: » When did we have racial traits scrapped? I missed that update and would be disappointed to see it go We don't know when exactly it was that they made the change, but the idea is, instead, "backgrounds", at least as of about 9 months ago. You can see it here in this Reddit thread. The idea is that backgrounds replace races as the source point for your racial augments, so that you can choose the character visuals you like without being boxed into a mechanical position just because you elected to be muscular, or short, or whatever. It's actually important to note that if this is the thing they end up going with (which isn't guaranteed) then backgrounds are actually easier to add new versions of than races. Races require an animation setup, model work, adding it to the character creator, etc. whereas backgrounds are a selection and some bonus options that you can staple onto your skills in place of other augments. That's a good thing. There's lots of people who don't want to be constrained by CharOp the same way you are in dungeons and dragons or whatever. That’s a huge shame, very disappointing to hear that the player races actually don’t matter at all.