02-17-2025, 04:27 PM
That massive elemental weakness to Lightning straight up blocks them from being able to survive being Soaked or subjected to Mercalan Mist, keep that in mind. Mechanations have zero counterplay against lightning unless that means rubbering the hell up and back, including your sword's grip.
Mechanations do need a rework on how their traits work. Having to forgo items for effects that are at most mediocre is always going to be something that will leave me displeased about racials that require it, and I'd very much wish for those to just have reduced effectiveness, rather than being mandatory. For example:
RAID-Type, without a shield or off-hand weapon, can use Bullet Shred and Bullet Spray and those ignore 50% of the enemy's Physical Damage Reduction and Armor. With a shield or off-hand weapon equipped, only Bullet Spray is available instead, and behaves normally. This would let them be roleplayed as if they can shoot bullets from their fingers, or wrist, and gives a much better vibe than what it is portrayed right now. Out of all of them, this is what I *really* wish for, as it'd fit my character perfectly in their swashbuckling strikes with a sword then blasts your face with a wrist gun to push you away.
If you ever want to give me a birthday gift, that'll be it.
STANDARD-Type, I would give them three more traits while reworking the first to just increase their overall base statistics with a drawback of gaining an additional 5% Lightning Weakness.
- Trait 1 would be to make all Unarmored become Light Armor.
- Trait 2 would be to make all Unarmored become Heavy Armor.
- Trait 3 would be to make all Light Armor become Heavy Armor.
The penalties could revolve around movement, increasing the costs of movement skills, lowered magic damage reduction, or additional weaknesses to Lightning.
CABAL-Type, I fully agree with Gale, right now that's not very viable. But I'm also in no huge creative passion for this type. I'd just make them gain FP regeneration equal to 2x of the spells they have equipped and call it a day, which loses 50% effectiveness if you have 1 accessory equipped, and 75% if you have two. It'd still be better than what they have. Especially when mages already get ridiculous amounts of skill slots due to SKI and WIL providing those and being mandatory.
AGILE-Type, it'd just be following the whole deal of 'make this usable with boots'. Could be as simple as making it so when you have boots equipped, on use, you will immediately take overheat damage, and the damage taken is tripled while ignoring all protection, including resistances or immunities to fire damage.
You sacrifice 45 HP for a 1M mobility that only gets worse if you use again if the status doesn't go away, but hey, you can benefit from the +5 Evade that is mandatory on your shoes, alongside any enchants.
Mechanations do need a rework on how their traits work. Having to forgo items for effects that are at most mediocre is always going to be something that will leave me displeased about racials that require it, and I'd very much wish for those to just have reduced effectiveness, rather than being mandatory. For example:
RAID-Type, without a shield or off-hand weapon, can use Bullet Shred and Bullet Spray and those ignore 50% of the enemy's Physical Damage Reduction and Armor. With a shield or off-hand weapon equipped, only Bullet Spray is available instead, and behaves normally. This would let them be roleplayed as if they can shoot bullets from their fingers, or wrist, and gives a much better vibe than what it is portrayed right now. Out of all of them, this is what I *really* wish for, as it'd fit my character perfectly in their swashbuckling strikes with a sword then blasts your face with a wrist gun to push you away.
If you ever want to give me a birthday gift, that'll be it.
STANDARD-Type, I would give them three more traits while reworking the first to just increase their overall base statistics with a drawback of gaining an additional 5% Lightning Weakness.
- Trait 1 would be to make all Unarmored become Light Armor.
- Trait 2 would be to make all Unarmored become Heavy Armor.
- Trait 3 would be to make all Light Armor become Heavy Armor.
The penalties could revolve around movement, increasing the costs of movement skills, lowered magic damage reduction, or additional weaknesses to Lightning.
CABAL-Type, I fully agree with Gale, right now that's not very viable. But I'm also in no huge creative passion for this type. I'd just make them gain FP regeneration equal to 2x of the spells they have equipped and call it a day, which loses 50% effectiveness if you have 1 accessory equipped, and 75% if you have two. It'd still be better than what they have. Especially when mages already get ridiculous amounts of skill slots due to SKI and WIL providing those and being mandatory.
AGILE-Type, it'd just be following the whole deal of 'make this usable with boots'. Could be as simple as making it so when you have boots equipped, on use, you will immediately take overheat damage, and the damage taken is tripled while ignoring all protection, including resistances or immunities to fire damage.
You sacrifice 45 HP for a 1M mobility that only gets worse if you use again if the status doesn't go away, but hey, you can benefit from the +5 Evade that is mandatory on your shoes, alongside any enchants.
![[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]](https://s.abcnews.com/images/Lifestyle/ht_pudding_the_fox_04_mt_140821_16x9_384.jpg)