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10.2.5
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10.2.6
My ideas for the revamped racials.
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Post by
FlameLazer
Feel free to edit them, it's just my opinion.
Horde:
Orc:
Blood Fury: Same as now.
Hardiness: Also reduces damage taken while stunned by X% (maybe 5%)
Axe Specialization: Now also increases crit chance with Axes by 1%.
Command: Same.
Tauren:
War Stomp: Same, but now it can be used in the Feral Druid Forms, too. (or at least in Bear Form). And doesn't reset melee attack swing time.
Endurance:
Total
Health increased by 3%. (The current one is a joke, with all the burst we have, 3% more health isn't gamebreaking)
Cultivation: +15 Herbalism. Time needed for harvesting an herb cut in half.
Nature Resistance: Same.
Graze: Restores 20% of total health every 2 seconds, lasts 10 seconds. Must channel to mantain spell. Can only be used outdoors. 1 min cooldown.
Troll:
Berserking: Same, but now increases Energy and Focus Regen for the duration, too. (Because haste is going to do that in Cataclysm)
Regeneration: Restores 2% of the total troll health every 6 seconds. Also increases all healing received by 10%. And there's nothing your enemy can do about it, mon.
Beast Slaying: Also increases Crit Chance against beasts by 2%.
Bow/Throwing Spec: Also increases your haste rating (for ranged weapons only) by 3% while wielding these ranged weapons.
Da Voodoo Shuffle: Same.
Undead:
Will of the Forsaken: 5 Second immunity readded.
Cannibalize: Same.
Underwater Breathing: Now allows infinite water breathing.
Shadow Resistance: Same
Shadow Affinity: Increases damage done with Shadow spells by 2%.
Blood Elf:
Arcane Torrent: Same.
Arcane Affinity: +10 Enchanting, sometimes you can enchant (small chance) without consuming dusts and others reagents.
Magic Resistance: Same.
Mana Tap: Readded, but now it's a DoT, that drains 2% of the target mana every 2 seconds (Lasts 10 secs) and gives half to the Blood Elf. Also if it's dispelled, the Blood Elf gains 10% of his total mana back while the target loses it. (2 min cooldown)
Alliance:
Human:
Every Man for Himself: Same.
Perception: Same, but a bit stronger.
Diplomacy: Same.
The Human Spirit: Increases Spirit by 5%, and also allows for 5% of total mana regen to continue while casting.
Mace/Sword Spec: Also increases crit by 1% while wielding these weapons.
Night Elf:
Shadowmeld: Same, but now the cooldown starts only if you are in combat.
Quickness: Same.
Wisp Spirit: Same.
Elusiveness: Same.
Nature Resistance: Same.
Nature Affinity: Damage done with Nature Spells increased by 2%.
Dwarf:
Stoneform: Same, but now with a immunity effect to these effects. Lasts 10 seconds.
Find Treasure: Now every quest item and chest in game is tracked by this ability. A godsend for questing, for sure.
Gun Specialization: Also increases your haste rating (for ranged weapons only) by 3% while wielding Guns.
Frost Resistance: Same, in addition increases chance to resist Chilling effects (like Frostbolt slowing effect) by 10%.
Mace Spec: Same as human.
Born from Stone: Passive, increases armor rating from items by 10%.
Gnome:
Escape Artist: Added an immunity effect to movement impairing effects or immobilize effects. Lasts 5 seconds.
Expansive Mind: Intelligence increased by 15% (and with the changes of Cataclysm, this means more spelldamage too.), and also reduces the mana cost of all abilities (if they have one) by 5%.
Arcane Resistance: Same.
Engineering Specialist: +15 Engineering Skill. Time needed for creating Engineering mats cut in half. Cast time of Engineering Explosive decreased by 30%.
Who's the small one now?: You get angry for all those nasty "Punt Gnome" jokes, increasing all damage done by 5%. While angry, the gnome does not feel fear, pity or remorse and cannot be stopped unless killed. 8 Sec Duration. 3 Min Cooldown.
Draenei:
Gift of the Naaru: Same, but now while casted on you, the healing done is increased by 30%. Now Istant Cast.
Heroic Presence: Same.
Gemcutting: +10 Bonus to Jewelcrafting. Small chance to gain an extra gem while cutting without needing reagents.
Shadow Resistance: Same, also reduces the duration of all Curse and Damage Over Time effects (if of shadow school) by 30%.
Holy Veneration: Increases damage done with Holy Spells by 2%, and healing done with Holy Spells by 2%. Mana cost of all Holy Spells reduced by 3%.
Post by
Dwarfiesgosquish
Wow, well, other than the dwarf and the gnome racials you added this sounds pretty good....
Post by
282300
This post was from a user who has deleted their account.
Post by
Redhawk
Well Done!
I think the Affinity things should make it so you take LESS damage (25%) from those types of spells. MAYBE increase your damage of those spells by 2%.
Good Job, but i suggest adding that. And the Blood Elf No dust thing, very OP.
Post by
chase123
Orcs:
Command: Same.
Include water elemental since Orcs will get Mages.
Tauren:
Graze: Restores 20% of total health every 2 seconds, lasts 10 seconds. Must channel to mantain spell. Can only be used outdoors. 1 min cooldown.
Make it 3 minutes and not usable in Arenas.
Troll:
Regeneration: Restores 2% of the total troll health every 6 seconds. Also increases all healing received by 10%. And there's nothing your enemy can do about it, mon.
Make it restore 2% health every 10 seconds.
Blood Elf:
Arcane Affinity: +10 Enchanting, sometimes you can enchant (small chance) without consuming dusts and others reagents.
Lets give it a 1% chance to not consume dusts and other reagents so it wont be overpowered.
Mana Tap: Readded, but now it's a DoT, that drains 3% of the target mana every second, and gives half to the Blood Elf. Also if it's dispelled, the Blood Elf gains 10% of his total mana back while the target loses it. (2 min cooldown)
You didnt add a duration so lets say a 10 sec duration and lower the mana drained to 2% every 2 seconds.
Gnome:
Who's the small one now?: You get angry for all those nasty "Punt Gnome" jokes, increasing all damage done by 5%. While angry, the gnome does not feel fear, pity or remorse and cannot be stopped unless killed. 8 Sec Duration. 3 Min Cooldown.
Way to overpowered. This one should be scrapped.
Draenei:
Gemcutting: +10 Bonus to Jewelcrafting. Small chance to gain an extra gem while cutting without needing reagents.
Make it 1%. Same reason for Arcane Affinity.
Shadow Resistance: Same, also reduces the duration of all Curse and Damage Over Time effects (if of shadow school) by 30%.
Make it 10%.
Everything else i left out is great :)
Post by
Dwarfiesgosquish
Everything else i left out is great :)
Eh, the dwarf one need to be changed a bit.... I mean comon... 10%? Make it 5%...
Post by
FlameLazer
Tnx for feedback, personally I think you don't need to nerf them when compared to the goblin racials. Lol well I edited the blood elf one now should be less... Scary. Also I think 6 seconds for troll regen is fine, with all the burst ingame. And 2% health is pretty low too. However, healers will love healing trolls, especially rogues and Druids lol.
Post by
397950
This post was from a user who has deleted their account.
Post by
Wildhorn
Gnome racial is way too OP lol. You give them equivalent of a 51 pts talent >_<
Post by
Orranis
Gnome racial is way too OP lol. You give them equivalent of a 51 pts talent >_<
Not really... Like bloodlust but 1/3 of the cooldown and one tenth of the effectiveness.
Post by
138638
This post was from a user who has deleted their account.
Post by
Sharpless
some good ideas... however...
Born from Stone: Passive, increases armor rating from items by 10%.
this, despite being awesome and a great idea, is way too OP
Post by
Orranis
some good ideas... however...
Born from Stone: Passive, increases armor rating from items by 10%.
this, despite being awesome and a great idea, is way too OP
Not even that it's just OP, but all these "Increases healing taken, Increases armor, Increases Health" just make it "If you are not one of these races, you automatically suck at tanking. You have to make them more general, because 10% armor would benefit a Warrior a lot more than a Warlock.
Post by
Wildhorn
Gnome racial is way too OP lol. You give them equivalent of a 51 pts talent >_<
Not really... Like bloodlust but 1/3 of the cooldown and one tenth of the effectiveness.
I meant
41 pts
but some could say
51 pts
or
31 pts
Post by
gelf
The Affinity racials (eg Undead Shadow Affinity) only work for a few of the classes, in this case Priests (but really only 1 spec), Warlocks and possibly Deathknights. Undead Warriors, Rogues, Mages and Hunters would get nothing from this racial.
Racial abilities should be useful at least to some degree to all classes that race can pick. If you want to suggest that undead have an affinity for shadowy magic then give them a racial 'attack' on a cooldown with the shadow damage type, that way all classes can use it, some may benefit from it more than others.
Honestly I find it hard to believe the Orc racial 'command' has been only benefiting a couple of classes for so long and I imagine this will change (it is already moving in that direction by benefiting shaman totem pets).
Post by
375923
This post was from a user who has deleted their account.
Post by
Wildhorn
@admielke: You dont need to quote a wall of text just to type out 1 sentence!
Post by
Gnoktish
Feel free to edit them, it's just my opinion.
Gnome:
Escape Artist: Added an immunity effect to movement impairing effects or immobilize effects. Lasts 5 seconds.
Expansive Mind: Intelligence increased by 15% (and with the changes of Cataclysm, this means more spelldamage too.), and also reduces the mana cost of all abilities (if they have one) by 5%.
Arcane Resistance: Same.
Engineering Specialist: +15 Engineering Skill. Time needed for creating Engineering mats cut in half. Cast time of Engineering Explosive decreased by 30%.
Who's the small one now?: You get angry for all those nasty "Punt Gnome" jokes, increasing all damage done by 5%. While angry, the gnome does not feel fear, pity or remorse and cannot be stopped unless killed. 8 Sec Duration. 3 Min Cooldown.
Total gnome ownage. we totally need this. We gnomes don't deserve all this gnome hated! but wanna increase the Duration from 8 seconds to 15 seconds?
Post by
Wanderingfox
Graze is substantially overpowered if you leave cannibalize the way it is given that cannibalize is only 7% health, requires a nearby corpse, and is on a 2 minute cooldown.
Post by
DeathBlood
You have to make them more general, because 10% armor would benefit a Warrior a lot more than a Warlock.
Dwarves can't be Warlocks.
And to the OP, great ideas, but I disagree with nearly all of them. I thought Blizzard's point of races is to give players a feeling of individuality without creating too much imbalance. Buffing each race's abilities and adding more creates even more of an imbalance compared to what exists.
While people say they like these ideas now, because they are selfishly thinking in the short-run how their favorite race will get buffed, in the long-run there will be much more complaining and unhappiness, players quitting the game, etc., because they can't compete unless they are a certain race.
Any Alliance PvP caster should be Gnome for the extra Int and Escape Artist, any tank should be Dwarf for the extra armor and immunity to bleeds and poisons, etc., any Horde Warlock or Priest needs to be Undead to contend, fear immunity back in place, anyone who takes Enchanting as a non-Blood Elf is considered stupid, anyone who takes Jewelcrafting as a non-Draenei would be considered stupid, etc....
^^As the list goes on, there are serious repercussions to making individual races more powerful. Like I said, the current differences were intended by Blizzard to be fun with a touch of individuality, but nothing that would give a serious benefit.
These changes should NOT go into effect.
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