Thread Rating:
  • 2 Vote(s) - 2.5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Mechanation
#1
Mechanations are back baby! Much thanks to the people that worked hard and tirelessly to bring them over to Korvara!

I'm going to be talking about the many Mechanation types, and less so their stat spread and MORE to their specific abilities.

Mechanation
  • No Natural Skin
  1. They are unable to take the Lovely Face (???) trait
  2. They are unable to take ALL Arcane Tattoos traits.
  3. They are unable to take the Cast Off Flexing trait.
  4. They gain Synthetic Hair (?) for +3 Armor.
  • Resistances
  1. This is really just kind of weird, but sure. Whatever. +15% fire/ice ice resist, -25% Lightning Resist. I really wish this was more evened out with -30% lightning resist, but. Fine. We'll just accept this.
  • Godless Heathens, Manmade Creations
  1. No benefit from scaling SAN, much like Humans and all Homunculi. Still the base benefits.
RAID
  • Revolver Raid Cannon
  1. Basically your Bare Fist is replaced with this monstrosity.
    I really wish this was changed. NOT as like. A meme mean thing. But. This thing is very jank, and it's age shows. I would, personally, like Rampaging removed from it as a base upgrade, and have this be rolled into BASE Raid Mechanation as a skill they can equip. With the Trait changing this to add Rampaging. This would allow it to work with Purity Edge, and I have No Ulterior Motives with this I Swear.This could also stand to have a Level Based upgrade to it, so that it's stats are a smidge better at higher levels, or just the Crit. 20 power, 100 accuracy, and 0 crit (110% modifier) with NO weapon parts being able to be added feels very bad to actually use this as a weapon to crit with. Anyways. Gun/Handgun this and have "Qualifies as a Fist Weapon" and we're golden.
AGILE
  • Agile Accel Booster
  1. Jesus christ this thing is GOOD and probably the singular reason why this is chosen nonstop. 1m Movement option is great. 1m Movement option that has a 1 round cooldown and can be used 2 rounds in a row with only 15 damage taken? EVEN BETTER. It also makes you airborne. Kensei/DH are in LOVE. Nothing really needs to change here. This is absolutely fantastic.
Cabal...
  • Chronicling Cabal Memory
  1. This... exists? You lose out on an accessory (1 FP regen basically) and some good benefits for your SPELLS to.. take 0.5 less slots per. Magic Casters, generally, aren't hurting for spells. A Ruler could utilize this well (if they aren't using a tome + WIL/GUI already).. But this is VERY.. Very Underwhelming.

    I'd say their spells just, naturally, cost 0.5 less slots. Further more, if we want to play into this 'chronicling' bit. Spells that are Double Cast in a turn are not subject to Repeat Action penalty. (Sear's second use in a turn would be 3m, AND be it's normal cost rather than 4m and 1.5x cost). It has it's uses. Probably.


Standard
  • Sturdy Standard Body
  1. This is a good trait. It has some issues (Namely the evade base on it is TERRIBLE. And Cast of Flexing literally tweaks on this so gosh-darn-hard). I kind of wish Cast off Flexing could be used in conjuction with this, but whatever. It giving 120 HP is great, because that (effectively) eats the loss of Giant Gene, and doubles the effectiveness over Leviathan. Unironically, uh. Does.. this block Weathered Body? I'm scared. Mom I wanna go home.

    real talk. This is fine as is. It's Evade Base could stand to be changed and made More Normal.

Edit:

For full clarity. The Mechs are all made, as they are currently, with the design philosophy of 'sacrificing an equipment slot' for their trait bonus. Standard loses Torso. Agile loses Boots. RAID loses Main hand (Off-hand maybe? Its SUPER buggy atm), and Cabal loses Accessory 1 or Accessory 1 + 2. We've seen how this has played out in the past, with OTHER racials that have 'Unequip your boots slot and gain Y!". Except Agile Accel is the first one that ACTUALLY comes through on sheer usefulness for the loss of your boots slot.


LOOKING AT YOU APERTAURUS/CHIMERA
Reply
#2
having lightning vulnerability at 30% would activate Weak!, wouldn't it?
[Image: orDF4cJ.jpg]
Reply
#3
(Yesterday, 02:22 AM)the REAL Minos Prime Wrote: having lightning vulnerability at 30% would activate Weak!, wouldn't it?

So does -25%

But all other races in the game get a +x benefit. For -y. Of equal value. Mechanation is the ONLY ONE that doesn't.
Reply
#4
I wonder if the raid cannon would be better implemented as more of an unarmed strike replacement (allows for two handing) or as a second bonified weapon (no two handing but ambidexable) or both if that is even remotely possible!

I wonder indeed...
Reply
#5
The statlines need modernized for what the subtype gimmicks are also.

Standard is mostly fine but I'd up it's strength

Cabal needs to be a better mage, slightly more will/skill, not better than a papillion, but better than it currently is at

Agile needs to lean more into base cel

Raid needs to lean into guile as it has a gun racial trait that scales guile, it has the most extreme adjustment I suggest


Attached Files Thumbnail(s)
       
Reply
#6
You're telling me there's types other than agile???
Reply
#7
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.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
Reply
#8
I'm not going to make any explicit mentions of what Mechanations should get and mostly leave that up to Dev, but I'll state my findings with the races at least so I can be a bit helpful. This list is also ranked in order.

Agile Accel Booster - Very often toted as the best trait among the 4, it might end up in a nerf for the thing and it wouldn't exactly be unwarranted if so. You can compare it to the old Winged Serpent from Demon Hunter, but now it's class agnostic, allowing full supports or carries to use it effectively.


Chronicling Cabal Memory - This used to be at the bottom, but it has it's uses now with the release of classes with a hell of a lot of skill slots and spells to use this passive with, a Druid or Ruler would not mind this as much as people used to rag on this passive for how niche it was. However despite this I'd like to see a small adjustment made to it, likely one geared towards spellpower or elemental ATK or some such.


Sturdy Standard Body - This used to be tied with Agile Accel Booster given the 120 HP Boost it had, but now it went down slightly due to the inclusion of Strongest Muscles, the reason why strongest muscles outscales it even slightly is because you still have access to a torso with it, as well as 10% Blunt resist and 5 more armor/magic armor. Numerically it's superior and that's mostly just feature creep, it needs a tiny touch up.


Raid Cannon - While the buggy nature of this weapon was accepted a lot more back in the day it was made given the state of the game back then, nowadays it seems out of place, I'm gonna go against what I said previously and just make a suggestion for it to have a tag for it to be also counted as a fist weapon, preferably your bare fists if possible so that it counts for Empty Palm and such. This would fix many of the issues with the weapon, I don't know if Rampaging should be removed however.


And that's it for me here, with the exception of Raid Cannon, these traits aren't quite so bad, the Cabal one suddenly rising in rank with extreme use cases in Druid and Ruler is just funny to me. That said, 3 of the 4 could use a little bit of modernization.
[Image: zo2BdSr.pngp]
[-] The following 1 user Likes Autumn's post:
  • Lolzytripd
Reply
#9
I think all these mechs could use a significant buff, with the exception of agile. Furthermore, I think the special abilities of these races should be racial passives and not traits. PLEASE think of the new player experience!

I also don't think we should make raid cannon use bare fist bonuses as that would lock it to only be usable on martial artist.

Also, saying cabal is useful is kinda cope to me as someone who plays ruler druid. Skill pool isn't a huge problem in 2025 It's just a matter of being a bit more selective with your skills. I think a skill pool passive is cool but it should be secondary, on top of something actually useful.
Reply
#10
(Yesterday, 04:28 AM)Lolzytripd Wrote: The statlines need modernized for what the subtype gimmicks are also.

Standard is mostly fine but I'd up it's strength

Cabal needs to be a better mage, slightly more will/skill, not better than a papillion, but better than it currently is at

Agile needs to lean more into base cel

Raid needs to lean into guile as it has a gun racial trait that scales guile, it has the most extreme adjustment I suggest

I would be careful removing the STR from Raid as that's the guns other scaling stat if the stats were to change.

(I stand corrected. Nevermind on that front.)
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)
Sigrogana Legend 2 Discord