{"action":"created","issue":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/409","repository_url":"https://api.github.com/repos/jeremygurr/dcssca","labels_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/409/labels{/name}","comments_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/409/comments","events_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/409/events","html_url":"https://github.com/jeremygurr/dcssca/issues/409","id":152801896,"number":409,"title":"High elves feel overshadowed by other spellcasting races","user":{"login":"FraterFugae","id":18744635,"avatar_url":"https://avatars.githubusercontent.com/u/18744635?v=3","gravatar_id":"","url":"https://api.github.com/users/FraterFugae","html_url":"https://github.com/FraterFugae","followers_url":"https://api.github.com/users/FraterFugae/followers","following_url":"https://api.github.com/users/FraterFugae/following{/other_user}","gists_url":"https://api.github.com/users/FraterFugae/gists{/gist_id}","starred_url":"https://api.github.com/users/FraterFugae/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/FraterFugae/subscriptions","organizations_url":"https://api.github.com/users/FraterFugae/orgs","repos_url":"https://api.github.com/users/FraterFugae/repos","events_url":"https://api.github.com/users/FraterFugae/events{/privacy}","received_events_url":"https://api.github.com/users/FraterFugae/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":5,"created_at":"2016-05-03T15:24:19Z","updated_at":"2016-05-03T17:28:33Z","closed_at":null,"body":"As they are right now, high elves have nothing interesting about them that set them apart from other, more unique spellcasters. While they do have slightly different aptitudes, lower health and higher mana, their differences are not as noticeable as on other species (like the huge deep elf mana pool, or the easy-but-weak sludge elf spells). They usually end up playing like an underwhelming humanoid hybrid, and just don't feel as fun as others. I brainstormed a few ideas for how to set them apart, could you give me some feedback on them?\r\n\r\n1. Make their aptitude differences more drastic, with higher skill in elemental magics (ideally ones that deep elves or other species don't cover)\r\n2. Treat them like \"magical humans,\" giving them better XP aptitude and flattening their magic to +1.\r\n3. Give them a mutation that makes them desirable over other species, like a spellpower bonus (though that may be too op) or extra spell levels.\r\n4. Theme them around being \"acolytes/clerics of magic,\" giving them more piety and/or stronger abilities under the magic gods, plus better invocations skill\r\n\r\nI understand that there is a place for weaker species, especially if they offer unique gameplay (like octopodes!), but I don't feel like high elves are unique enough for how boring they are."},"comment":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/comments/216604363","html_url":"https://github.com/jeremygurr/dcssca/issues/409#issuecomment-216604363","issue_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/409","id":216604363,"user":{"login":"yrmvgh","id":16616851,"avatar_url":"https://avatars.githubusercontent.com/u/16616851?v=3","gravatar_id":"","url":"https://api.github.com/users/yrmvgh","html_url":"https://github.com/yrmvgh","followers_url":"https://api.github.com/users/yrmvgh/followers","following_url":"https://api.github.com/users/yrmvgh/following{/other_user}","gists_url":"https://api.github.com/users/yrmvgh/gists{/gist_id}","starred_url":"https://api.github.com/users/yrmvgh/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/yrmvgh/subscriptions","organizations_url":"https://api.github.com/users/yrmvgh/orgs","repos_url":"https://api.github.com/users/yrmvgh/repos","events_url":"https://api.github.com/users/yrmvgh/events{/privacy}","received_events_url":"https://api.github.com/users/yrmvgh/received_events","type":"User","site_admin":false},"created_at":"2016-05-03T17:28:33Z","updated_at":"2016-05-03T17:28:33Z","body":"> I always wondered if we can have a species with Nightstalker mutation in order to avoid scumming Demonspawn\r\n\r\nInterestingly enough, \"Nightstalker species\" is already something that has a place (somewhere) on the endless to-do list.\r\n\r\nSlimeoid (amorphous, eats junk), nightstalker (nightcrawler), fairy (10 hp, tiny, but each source of damage only deals 1), and maybe troglodytes (big stinky humanoids from the frozen north!).\r\n\r\nOne of the things we've talked about both on github and IRC, is whether there are any races that can be axed to \"make room\" for additional races. We have the two orcs, the three variations of elves, and I've never seen anyone play centaurs, nagas, or halflings on the server.\r\n\r\nIf we don't axe one of the elves in the elfpile though, I'd like to make deep elves more closely-entwined with or reliant on stealth, high elves more reliant on dodging, and sludge elves more reliant on armour. Also, increase/decrease inv/evo for HE so it's more Sif-friendly, and increase/decrease evo/inv for DE so it's more crystal-ball friendly."}}