Races - ActionIV/pillar GitHub Wiki
It's no secret that we need to rework the race balance. It's not a problem in the actual game since the player can choose a party. It is a problem when our players only get to control one character; we certainly don't want them to become frustrated with their choice or have a situation where no one plays a race at all.
Humans: Probably in the worst shape overall - yes, more so than monsters. They are very bland, their growth rates barely exceed Mutants, and their "special" aspect is a full eight slots to use as they see fit. Potential improvements include:
- Weapon Proficiency/Training - allow Humans to train with a weapon type to improve damage or provide other benefits (e.g. more likely wind-up with whips)
- Improved Growths - simply provide Humans with a higher likelihood to improve stats, perhaps excepting DEF from that
- Legendary Weapons - new mechanic. Upon achieving the killing blow of an enemy (or some other trigger), provide a chance to trigger that weapon reaching Legendary status for the wielder. There should be multiple levels of this with different effects, including range changes (e.g. single target to group), elements, crit, and so on. The weapons would be non-transferable, though, reverting back to a normal weapon in anyone else's hands
Mutants: Likely needs the least attention, really. Already pretty well-balanced.
Robots: Base game allows them to get too overpowered right out of the gate. Need to curtail that.
- Stat Bonuses - consider removing or greatly reducing stat bonuses from weapons. Instead, add it to armor (e.g. gloves give STR, boots give AGL) or add "enhancements" that are effectively robot-only equipment
Monsters: Rebalancing is required. Monsters need to be less random...or the randomness needs to have less impact on effectiveness.
- Parity - Or, how to make monsters more balanced in a given DS level. We want people to transition from BabyD and not try to follow a certain eating pattern, being ineffective in the meantime
- Starter families - provide real options, not just the BabyD. Perhaps give Imp a spell or two, give Slime higher DEF to make it a tanking option
- Variants - taken from the remake, this is a concept around eating meats of certain types and in certain orders that you transform into a stronger version of the base class. This would include better stats, perhaps better skills, and it would be an advantage to having played for a longer time as we would ultimately want this to reward eating more and trying for specific monster types less
- Skill Inheritance - also an idea from the remake, this would be a chance to carry a skill from the previous class into the new one
- Charms - items meant to boost monsters. It would take up a skill slot (which might make them moot in the final monster classes, but that's some time away). And yes, they might be family specific, either from a standpoint of improving a particular family (i.e. gaining an ability from the next evolution upward in a family) or to use a family's "signature" skill (e.g. Dissolve from the Slime family)