So I think pretty much everyone is unhappy about the racials rn. So lets disect the developer reasoning.
These changes aim to reduce the gaps between racials and how much power they contribute to your character, especially in cases where some race-class combos are much more dominant compared to other races. While we tune down severe examples of these, we’ve also added new racials, buffed or added new functionality to old racials of underperforming races that increase power, which was also done to races that got affected by the global nerf to weapon skill racials. While making these changes we have focused on making sure that all racials remain flavorful and fit their race.
1. reduce the gaps between racials
2. how much power they contribute to your character
3. some race-class combos are much more dominant compared
These are the reasoning they gave followed by
Developer Comment: Racials in Vanilla have always been a tricky topic. On one hand, they encourage diversity and avoid homogenization by having races excel in niches through unique traits, this fits Vanilla flavor perfectly. On the other hand however it is common knowledge that the [b]Horde has always had the upper hand when it comes to combat racials[/b], especially in PvP. Our changes to these Racials sought to remedy this issue by keeping Racials unique and flavorful to their race while evening out the power of the outliers. That being said, after extensive discussions and player feedback we realize that some Racials were hit too hard while others got a little less love than they deserve.
4. Horde has always had the upper hand when it comes to combat racials
5. especially in PvP
Lets take statement 1. for example:
- What is the gap between racials?
- How big is the gap?
- Which approach we use to reduce it?
All these answer should have been provided, supported by data
Now here is my approach to the racials question (updated)
Generally I prefer keeping the impact but reducing how often they can have the impact.
In my opinion it enhances the race fantasy without hampering gameplay too much, adding drawbacks adds even more.
Obviously my list isnt perfect but it is the general area I would like to see the racials end up.
ORCS
Axe spec
- 1h and 2H axe skill +3
Blood Fury
- Increase base attack and spell power by 25% and max hp by 10% for 30 seconds
- reduces healing taken by 50% for 60 seconds.
- 45 minute cooldown
Command
- 5% pet dmg
Hardiness
- automaticaly resist a first stun effect
- 1 minute cooldown
Work,Work
- +15 mining skill
TAUREN
Cultivation
- Herbalism skill increased by 15.
Endurance
- Total Health increased by 5%.
Nature Resistance
- Nature Resistance increased by 10.
War Stomp
- Stuns up to 5 enemies within 8 yds for 5 sec
- 1 sec cast time
- 30 minute cd
Pulverize
- 2H maces skill +3
TROLL
Beast Slaying
- Damage dealt versus Beasts increased by 5%.
Berserking
-Increases your casting and attack speed by 11% to 33%.
- increase dmg taken by 30%
- lasts 10 second
- 30 minute cooldown
Polearm Specialization
Skill with Polearms increased by 3.
Regeneration
- Health regeneration rate increased by 22%. 11% of total Health regeneration may continue during combat.
Throwing Specialization
Skill with Throwing Weapons increased by 5.
Loa worship
- Increase spirit by 3%
UNDEAD
Cannibalize
- When activated, regenerates 10% of total health every 2 sec for 10 sec.
- Only works on Humanoid or Undead corpses within 5 yds.
- Any movement, action while Cannibalizing will cancel the effect.
Shadow Resistance
- Shadow Resistance increased by 10.
Underwater Breathing
- Underwater breath lasts 300% longer than normal.
Will of the Forsaken
- Provides immunity to Charm, Fear and Sleep while active.
- May also be used while already afflicted by Charm, Fear or Sleep.
- Can not be healed
- Lasts 10 sec
- 30 minute cooldown
Dagger specialization
- dagger weapon skill +3
DWARF
Find Treasure:
- Allows the dwarf to sense nearby treasure, making it appear on the minimap
Frost Resistance
- Increases Frost Resistance by 10.
Gun Specialization
- Guns skill increased by 5.
Thane heritage
- increase 1H axes and 1H maces skill by 3
Stoneform:
- While active, grants immunity to Bleed, Poison, and Disease effects.
- In addition, Physical dmg taken reduced by 5%.
- Lasts 15 sec.
- 30 minute cooldown
Great Forge
- increase blacksmithing by 15
HUMAN
Diplomacy:
- Reputation gains increased by 10%.
Mace Specialization
- Skill with 1H maces 3.
Sword Specialization
- Skill with Swords and Two-Handed Swords increased by 3.
Perception
- Dramatically increases stealth detection
- 1% crit
- passive
Versitile
+2 to all professions
GNOME
Expansive Mind
- Intelligence increased by 5%.
- maximum energy and rage increased to 105
Engineering Specialization
- Engineering skill increased by 15.
Fist Weapon Specialization
+3 fist weapon skill
Mechanical Slaying
5% dmg against mechanicals
Escape Artist:
- Escape the effects of any immobilization or movement speed reduction effect.
- 0,5 cast time
- 1 minute cooldown
NIGHT ELF
Nature Resistance
- Nature Resistance increased by 10.
Wisp Spirit
- Upon death, dispel 1 magical effect from up to 5 tagets in 6 yard radious
- Transform into a wisp upon death, increasing movement speed by 55%.
Quickness
- Attack Speed, Casting speed and Dodge chance increased by 1%.
Shadowmeld
- Activate to slip into the shadows, reducing the chance for enemies to detect your presence.
- Lasts until cancelled or upon moving.
- Night Elf Rogues and Druids with Shadowmeld are more difficult to detect while stealthed or prowling.
- 10 sec cooldown, can not be used in combat
Elune´s Grace
- Reduce Ranged dmg taken by 95 (at 60)
- Reduce spell dmg taken by 10%
- Lasts 15 seconds
- 30 minute cooldown
Staff Specialization
- Increase staff weapon skill by 3
Bow Specialization
- Increase bow skill by 5
+
High Elves
change Bow Specialization for Wand Specialization
Goblins
- Reset your trinkets (hopefuly)
- has backfire chance where your trinkets malfunction: a) explode, b) doubles the cooldown c) explode harder
- 1 hour cooldown
Racials - developer reasoning examined
-
- Posts: 1
Re: Racials - developer reasoning examined
A precise and thoughtful approach to race! I admire your efforts to balance power while preserving race identity. Reducing frequency while maintaining impact encourages strategic gameplay without sacrificing racial abilities. I like how you balanced Orcs and Night Elves while staying faithful to their lore. As the developer noted, more data on racial gaps would be helpful. I hope the team incorporates your suggestions in their upcoming improvements!Mesis wrote: ↑Mon Oct 28, 2024 8:24 pm So I think pretty much everyone is unhappy about the racials rn. So lets disect the developer reasoning.
These changes aim to reduce the gaps between racials and how much power they contribute to your character, especially in cases where some race-class combos are much more dominant compared to other races. While we tune down severe examples of these, we’ve also added new racials, buffed or added new functionality to old racials of underperforming races that increase power, which was also done to races that got affected by the global nerf to weapon skill racials. While making these changes we have focused on making sure that all racials remain flavorful and fit their race.
1. reduce the gaps between racials
2. how much power they contribute to your character
3. some race-class combos are much more dominant compared
These are the reasoning they gave followed by
I am gorilla tag and a fan of Turtle Wow
Re: Racials - developer reasoning examined
This cooldown is so much shorter than anything else on your list that orc becomes the mandatory choice for anyone intending to pvp at some point. It's absurdly strong.Hardiness
- automaticaly resist a first stun effect
- 1 minute cooldown