I know plenty was discussed about companions, classes, enchantment, scaling content, etc...
One thing that I felt was overlooked was the changes to the racial passives, more specifically human race.
I find this change another annoyance with mod 16 that the devs did not consider how the change will impact players who have human characters. I know plenty of players who swapped or created a human as the extra three heroic feat points allowed the human race to be competitive as a damage dealer when compared to the other races. Mod 16 removes this feature and now humans get one extra towards their ability point so instead of +2 they now get +3. Honestly that is the worst bonus out of all the races as other races get +2 to two abilities and they all get an additional bonus or two on top of that. The only thing that made the human race worth taking in prior mods was the 3 extra heroic feats.
I am already annoyed that come 6/18 I have to adjust my companions, enchantments, and character build. I am not looking forward to another change onto of all that just to ensure I can do my role in content as a damage dealer.
I know the devs probably won't give out a racial change token but they should given how things have adjusted and changed for some races.
3
Comments
Alternatively they could drop what's left of the D&D traditionalist pretense and allow characters to choose "background" bonuses vs. racial so that race becomes purely cosmetic and the starting bonuses are attributed to upbringing/training/acts-of-the-gods/what-have-you.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Not sure if the AP gain from sun elf is worth being a sun elf over a tiefling.
In mod 16 my wizard is still Human, I will not change my race anymore, I like the esthetic of my character and 0,25% for 1 stat point is really low to feel the difference.
From my point of view, In mod 16 races are more a personal cosmetic choice.
― J.R.R. Tolkien, The Two Towers
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Now wrt the original posting, that is a raw deal considering that third feat was a big attraction for folks to play human. I wish the devs would remedy that somehow but I wouldn't get my hopes up.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
> I know plenty was discussed about companions, classes, enchantment, scaling content, etc...
>
> One thing that I felt was overlooked was the changes to the racial passives, more specifically human race.
>
> I find this change another annoyance with mod 16 that the devs did not consider how the change will impact players who have human characters. I know plenty of players who swapped or created a human as the extra three heroic feat points allowed the human race to be competitive as a damage dealer when compared to the other races. Mod 16 removes this feature and now humans get one extra towards their ability point so instead of +2 they now get +3. Honestly that is the worst bonus out of all the races as other races get +2 to two abilities and they all get an additional bonus or two on top of that. The only thing that made the human race worth taking in prior mods was the 3 extra heroic feats.
>
> I am already annoyed that come 6/18 I have to adjust my companions, enchantments, and character build. I am not looking forward to another change onto of all that just to ensure I can do my role in content as a damage dealer.
>
> I know the devs probably won't give out a racial change token but they should given how things have adjusted and changed for some races.
I know its not cool to lose something you have built around and planned based upon. However, you will notice that once changes hit, basically the only thing that will matter will be weapon base stat and armor base stat give or take a few rings. All other things are meh
...
If you are melee based DPS half-orc are a great option as it provides +2 in STR and an increase in crit severity. Both crit sev and the damage bonus from being a tiefling are similar in damage output; the difference is one you get bonus CHA and debuff when hit or you can run faster.
The last race worth taking is Dragonborn for its bonuses.
Top 2 damage dealer races based on damage type:
Magical: Tiefling or Dragonborn
Physical: Half-Orc or Dragonborn
IMO the best race for all builds is Dragonborn; even though it is ugly and well ruins most head pieces.