Rules talk:Celestians

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Revision as of 10:05, 23 July 2008 by Ff0ecaf (Talk | contribs)

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Well since no one is saying anything I guess I'll start. They seem a little overbalanced for Poor. I dunno, with how many awesome things Saiyans get for having a Poor bias, these guys almost seem like they're a little bit on the low end of advantages. Not by a lot, and I've got no ideas on what to change, either. --Ff0ecaf 19:04, 26 June 2008 (UTC)

Currently looking for sponsors. Also currently looking for more reviews of the race. :) --Marcus

Sponsor++--Ff0ecaf 20:29, 2 July 2008 (UTC)

Balancing a poor bias can be kind of tricky. Saiyans get their doubled learning for enhanced CTs and the (remote) possibility to obtain a battle-length, x6 PL mod. These guys get some drain reduction and a higher gain rate. Personally I don't think poor bias fits well with the theme here; an unwillingness to accept change doesn't necessarily reflect on intelligence, which is what a tech bias represents.

If you feel like they should have a bit more, I would recommend something on par with the Saiyan's doubled days for certain CT's. A race that doesn't rely on techs needs to have some kind of power backing them up in its place. Nothing comes readily to mind, but I'll be sure to make some suggestions after I've had some time to mull over it for a bit. --Snackycakes 21:45, 4 July 2008 (UTC)

Conversely, I could raise the starting PL multiplier to x1.5 and change their tech bias to neutral? Or just change the tech bias and keep the starting PL as is? --Marcus
I think just changing it to neutral would work. --Ff0ecaf 04:37, 5 July 2008 (UTC)


Proposed Changes!

Okay, after giving it some thought, I have these suggestions.

  • Keep the bias at Poor.
  • Remove Sentinel
  • Remove the Unique Physiology debuff where healing techs used on Celestians will be half as effective.
  • Instead of 2x drain redux on healing techs, after bias is applied, Celestians will be able to gain 2 TDs for every TD invested into healing techs. The same for barrier techs. ONLY barrier and healing techs. If added effects are shoved into these (like mixing flight and barrier into the same spell which is a slightly popular trend), then these receive no bonuses, only the barrier portions.
  • x1.5 the normal starting PL.


I like these changes. It seems more balanced, and those two removed things weren't all that important/great anyway. --Ff0ecaf 17:05, 23 July 2008 (UTC)