New Gnome&Goblin Racials/Penalties (Offset By Engineering)
New Gnome&Goblin Racials/Penalties (Offset By Engineering)
Salutations!
Gnomes are thematically the Alliance counterpart of the Hordes Goblins, although Gnomes only appeared in Warcraft 2 and Goblins were neutral in Warcraft 3. They'd both benefit from being better defined, both lore and gameplay-wise.
For example the less initial strength makes a big difference first, and almost none later.
Instead they should have more racials, negative ones too, that could be offset by gnomish inventions (which the goblins reverse-engineered).
Shared new Gnome/Goblin racials:
Bite-Sized Stature
(passive)
Your attack power is reduced by 5% and physical critical hit damage taken is increased by 10%.
You also have a 5% chance to fail to mount your mount.
Advantageous Stature
(passive)
Reduces the chance to be hit by melee and ranged attacks by 2% and the chance to be detected while sneaking is slightly reduced.
Health and mana received from eating and drinking is increased by 5%.
Heavy Tools
(passive)
Attack speed with two handed weapons is reduced by 5% and succesfully parrying an attack has a 5% chance to disarm you for 3 seconds.
Gnomish-engineering crafting gnome and goblin only enhancements used to offset the negative racials:
Mechanical Exo-Skeleton:
Equipped in a trinket slot.
Use: Increases attack power by 1 to 10% for 2 minutes. 5 minute cooldown.
Spindle Momentum Booster:
Can be applied on a two handed weapon like sharpening stones.
Increases your attack speed by 5%.
Sometimes upon using your weapon there is a chance of malfunction for a while, where the attack speed is either slowed by 5%, or sped up by 10% instead.
Centrifugal Handle Coordinator:
When applied on a weapon, you parry with a stronger counter-force and have no longer a chance to be disarmed after a succesful parry.
Additionally, increases your critical hit chance by 1% and reduces your hit chance by 1%.
Jumping Springs:
It can be applied on your boots.
Your chance to fail to mount your mount is eliminated and fall damage is mitigated by 25%. However, jumping has a 1% chance to cause a knockback.
Automated Biomedical Instruments
A trinket.
After being struck by a melee or ranged critical hit, heal 25% of the damage taken over 6 sec. 2 minutes internal cooldown.
Anyone with gnomish engineering can make them, they're tradeable when crafted.
However, they require a specialized training certificate (given in a Gnome/Goblin only quest) to be useable.
New Gnome-only racials;
Ingenuity
(passive)
Using an ability in combat has 1% chance to automatically learn a higher rank of that ability, if that rank is available to be taught at your class trainer.
(10 min internal cooldown)
Special Interest
(ability)
Increases the damage done of the school of magic you cast by 1% for 15 seconds. Stacks up to 10 times. 10 minute cooldown.
Example: using immolate increases all your fire damage done by 1%. Once the 10th stack is reached, the 15 sec duration is not refreshed anymore.
New Goblin-only racials:
Cunning Haggler
(passive)
The price of the grey items you sell is increased by 20%.
Persuasion
(ability)
Can be attempted to be used on an Ogre of lower level than you. If he doesn't resist it, he'll be under your control and fight by your side for 5 minutes. 5 minute cooldown.
Works like the Enslave Demon of Warlocks, but on Ogres.
Gnomes are thematically the Alliance counterpart of the Hordes Goblins, although Gnomes only appeared in Warcraft 2 and Goblins were neutral in Warcraft 3. They'd both benefit from being better defined, both lore and gameplay-wise.
For example the less initial strength makes a big difference first, and almost none later.
Instead they should have more racials, negative ones too, that could be offset by gnomish inventions (which the goblins reverse-engineered).
Shared new Gnome/Goblin racials:
Bite-Sized Stature
(passive)
Your attack power is reduced by 5% and physical critical hit damage taken is increased by 10%.
You also have a 5% chance to fail to mount your mount.
Advantageous Stature
(passive)
Reduces the chance to be hit by melee and ranged attacks by 2% and the chance to be detected while sneaking is slightly reduced.
Health and mana received from eating and drinking is increased by 5%.
Heavy Tools
(passive)
Attack speed with two handed weapons is reduced by 5% and succesfully parrying an attack has a 5% chance to disarm you for 3 seconds.
Gnomish-engineering crafting gnome and goblin only enhancements used to offset the negative racials:
Mechanical Exo-Skeleton:
Equipped in a trinket slot.
Use: Increases attack power by 1 to 10% for 2 minutes. 5 minute cooldown.
Spindle Momentum Booster:
Can be applied on a two handed weapon like sharpening stones.
Increases your attack speed by 5%.
Sometimes upon using your weapon there is a chance of malfunction for a while, where the attack speed is either slowed by 5%, or sped up by 10% instead.
Centrifugal Handle Coordinator:
When applied on a weapon, you parry with a stronger counter-force and have no longer a chance to be disarmed after a succesful parry.
Additionally, increases your critical hit chance by 1% and reduces your hit chance by 1%.
Jumping Springs:
It can be applied on your boots.
Your chance to fail to mount your mount is eliminated and fall damage is mitigated by 25%. However, jumping has a 1% chance to cause a knockback.
Automated Biomedical Instruments
A trinket.
After being struck by a melee or ranged critical hit, heal 25% of the damage taken over 6 sec. 2 minutes internal cooldown.
Anyone with gnomish engineering can make them, they're tradeable when crafted.
However, they require a specialized training certificate (given in a Gnome/Goblin only quest) to be useable.
New Gnome-only racials;
Ingenuity
(passive)
Using an ability in combat has 1% chance to automatically learn a higher rank of that ability, if that rank is available to be taught at your class trainer.
(10 min internal cooldown)
Special Interest
(ability)
Increases the damage done of the school of magic you cast by 1% for 15 seconds. Stacks up to 10 times. 10 minute cooldown.
Example: using immolate increases all your fire damage done by 1%. Once the 10th stack is reached, the 15 sec duration is not refreshed anymore.
New Goblin-only racials:
Cunning Haggler
(passive)
The price of the grey items you sell is increased by 20%.
Persuasion
(ability)
Can be attempted to be used on an Ogre of lower level than you. If he doesn't resist it, he'll be under your control and fight by your side for 5 minutes. 5 minute cooldown.
Works like the Enslave Demon of Warlocks, but on Ogres.
Last edited by Mativh on Wed Nov 15, 2023 6:21 pm, edited 31 times in total.
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The old that is strong does not wither, Deep roots are not reached by the frost.
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Re: New Gnome Racials, Penalties Too - Offset By Engineering
This sounds really great on paper and all but this isn't Classic+ anymore this is a complete reinvention of World of Warcraft.
Additionally if Gnomes suffer so much because of their stature shouldn't the same apply to Goblins? I doubt, phsyically speaking, that Goblins are stronger than Gnomes.
I do, however, like the idea of reworked racials, both passive and active.
For example, I think every single race should have an improved weapon skill, a specific stat that is increased, a specific elemental resistance and an active ability.
Gnome racials(in this case):
Escape Artist
Expansive Mind(Increases INT stat)
Arcane Resistance
And for the weapon skill:
Wand specialization
This can be done with every single race.
Additionally if Gnomes suffer so much because of their stature shouldn't the same apply to Goblins? I doubt, phsyically speaking, that Goblins are stronger than Gnomes.
I do, however, like the idea of reworked racials, both passive and active.
For example, I think every single race should have an improved weapon skill, a specific stat that is increased, a specific elemental resistance and an active ability.
Gnome racials(in this case):
Escape Artist
Expansive Mind(Increases INT stat)
Arcane Resistance
And for the weapon skill:
Wand specialization
This can be done with every single race.
Re: New Gnome Racials, Penalties Too - Offset By Engineering
I appreciate the constructive criticism. I did go over the top with the focus on immersion and simulating concepts and it turned out to be somewhat convoluted. I've edited it, so it is more in line with how things are implemented in vanilla, and so it involves Goblins too.Kaktus96 wrote: ↑Mon Nov 13, 2023 9:57 pmThis sounds really great on paper and all but this isn't Classic+ anymore this is a complete reinvention of World of Warcraft.
Additionally if Gnomes suffer so much because of their stature shouldn't the same apply to Goblins? I doubt, phsyically speaking, that Goblins are stronger than Gnomes.
The archive of the original post you were answering to:
I'd add definitely more of weapon specializations and resists, all races are better or worse at certain things relatively to each other, but only when it makes sense, not necessarily to all, as there are many other passives that can define the races, so it's not so rigid.Kaktus96 wrote: ↑Mon Nov 13, 2023 9:57 pmI do, however, like the idea of reworked racials, both passive and active.
For example, I think every single race should have an improved weapon skill, a specific stat that is increased, a specific elemental resistance and an active ability.
Gnome racials(in this case):
Escape Artist
Expansive Mind(Increases INT stat)
Arcane Resistance
And for the weapon skill:
Wand specialization
This can be done with every single race.
For example Gnomes have high intellect but they were never good with wands specifically or resistant to arcane magic, that could go to High Elves (and their bow skill reduced to 3)
Also negative ones should be more often uses, like the swing time with heavy two handed weapons being slower for Gnomes and Goblins.
Night Elves having -5 skill with Guns because in their society they never practices with them (but they should have +5 with bows, and Trolls should have polearms and throwing weapons, but bow skill either removed or reduced).
Human mace spec should be moved to Dwarves, as they only got it because of the paladins, who could have it instead as a talent.
Goblin dagger specialization should be moved instead to Undeads as blade specialization that'd additionally increase swords and two handed swords skill by 3.
All that is gold does not glitter, Not all those who wander are lost;
The old that is strong does not wither, Deep roots are not reached by the frost.
De-standardization of Classes - Immersive Racials [Undead]
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The old that is strong does not wither, Deep roots are not reached by the frost.
De-standardization of Classes - Immersive Racials [Undead]
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Re: New Gnome Racials, Penalties Too - Offset By Engineering
Ah alright, thanks for now also including Goblins. I just think it made sense that it involves both of the smaller races.Mativh wrote: ↑Tue Nov 14, 2023 9:07 amI appreciate the constructive criticism. I did go over the top with the focus on immersion and simulating concepts and it turned out to be somewhat convoluted. I've edited it, so it is more in line with how things are implemented in vanilla, and so it involves Goblins too.Kaktus96 wrote: ↑Mon Nov 13, 2023 9:57 pmThis sounds really great on paper and all but this isn't Classic+ anymore this is a complete reinvention of World of Warcraft.
Additionally if Gnomes suffer so much because of their stature shouldn't the same apply to Goblins? I doubt, phsyically speaking, that Goblins are stronger than Gnomes.
The archive of the original post you were answering to:
I'd add definitely more of weapon specializations and resists, all races are better or worse at certain things relatively to each other, but only when it makes sense, not necessarily to all, as there are many other passives that can define the races, so it's not so rigid.Kaktus96 wrote: ↑Mon Nov 13, 2023 9:57 pmI do, however, like the idea of reworked racials, both passive and active.
For example, I think every single race should have an improved weapon skill, a specific stat that is increased, a specific elemental resistance and an active ability.
Gnome racials(in this case):
Escape Artist
Expansive Mind(Increases INT stat)
Arcane Resistance
And for the weapon skill:
Wand specialization
This can be done with every single race.
For example Gnomes have high intellect but they were never good with wands specifically or resistant to arcane magic, that could go to High Elves (and their bow skill reduced to 3)
Also negative ones should be more often uses, like the swing time with heavy two handed weapons being slower for Gnomes and Goblins.
Night Elves having -5 skill with Guns because in their society they never practices with them (but they should have +5 with bows, and Trolls should have polearms and throwing weapons, but bow skill either removed or reduced).
Human mace spec should be moved to Dwarves, as they only got it because of the paladins, who could have it instead as a talent.
Goblin dagger specialization should be moved instead to Undeads as blade specialization that'd additionally increase swords and two handed swords skill by 3.
Additionally I do not mind giving negative traits as racials to the various races you can play.
It kinda reminds me of LotRO. There the various races have a debuff, for example the Elves you play have a debuff on something called "Fate"(Not sure if thats the english word they used here) because in the lore the Elves are nearing their end.
Re: Gnome/Goblin Racials, Penalties Too - Offset By Engineering
I'm quite an altoholic, got a Gnome Hunter, but right now I'd say my main is an Undead Shadow Priest.
All that is gold does not glitter, Not all those who wander are lost;
The old that is strong does not wither, Deep roots are not reached by the frost.
De-standardization of Classes - Immersive Racials [Undead]
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The old that is strong does not wither, Deep roots are not reached by the frost.
De-standardization of Classes - Immersive Racials [Undead]
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Re: New Gnome&Goblin Racials/Penalties (Offset By Engineering)
I think that one of the nice things about racials is that they are so simple. Seems like these are way too crazy.
Re: New Gnome&Goblin Racials/Penalties (Offset By Engineering)
God NO! Leave the Gnomes alone!!
This is plain horrible!
This is plain horrible!
Re: New Gnome&Goblin Racials/Penalties (Offset By Engineering)
Ingenuity sounds like it would be a ton of fun while leveling probably wouldn't make it in the game but cool none the less. I like the idea!
Re: New Gnome&Goblin Racials/Penalties (Offset By Engineering)
I'm not sure about negative racial that should be fixed with trinkets. It's not like you have interesting system - it's like you have additional restrictions in your gear.
Besides, I suppose both gnomes and goblins designed their mounts for their own stature so mount fail is questionable.
Besides, I suppose both gnomes and goblins designed their mounts for their own stature so mount fail is questionable.
Re: New Gnome&Goblin Racials/Penalties (Offset By Engineering)
The mounting penalty is applied in general on all mounts, I'm aware that these things would be more adequately simulated if more details were added but I'm constrained to keep it on the simplicity level of other racials.Galendor wrote: ↑Wed Nov 15, 2023 7:56 amI'm not sure about negative racial that should be fixed with trinkets. It's not like you have interesting system - it's like you have additional restrictions in your gear.
Besides, I suppose both gnomes and goblins designed their mounts for their own stature so mount fail is questionable.
The negative racials address the capacities of these races because of their stature; it'd make perfect sense to portray not only their strengths relative to other races but also weaknesses, and gnomish engineering in this case is perfectly suitable to offset those weaknesses, it'd be expectable that the way these races would compensate would be with something they're good at, instead of a new system.
The stature negative racials are offset by the engineering devices, some of which indeed would occupy a slot or an enchant. I didn't intend them to negate the penalties as if they didn't exist, but rather compensate assymetrically together with the positive stature related racials I've also added.
All that is gold does not glitter, Not all those who wander are lost;
The old that is strong does not wither, Deep roots are not reached by the frost.
De-standardization of Classes - Immersive Racials [Undead]
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The old that is strong does not wither, Deep roots are not reached by the frost.
De-standardization of Classes - Immersive Racials [Undead]
My FB