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• Thryxarri Work Balance
Training grounds from 1.35 to 1.30
Archery Range from 1.0 to 0
Warehouse from 0.8 to 1.2
Clay Mine from 1.0 to 1.1
Bowyer from 0.55 to 0.425
Carpenter from 0.55 to 0.60
Jewelry from 0.55 to 0.30
Mason from 0.55 to 0.75
Mechanic from 0.55 to 0.35
Pottery from 0.55 to 0.88
Ration from 0.55 to 0.75
Smithy from 0.55 to 0.85
Tailor from 0.55 to 0.43
My design philosophy with my current and future race ideas was never really to balance them as a mono-culture race, and to be instead used in conjunction with others, though I understand the frustration of wanting to have that option.
The crafting nerf was given as a lore thing, as they only really have 1 hand to work with delicate materials. My idea with the warehouse too was that since they only have one hand it would be more difficult to be able to haul things around. I'll revisit the numbers to see if I can strike a better balance, like perhaps nerfing bowyers and buffing smithing since the dexterity requirements for both of those jobs are quite different. I can also be convinced to buff their hauling since finger dexterity isn't quite so important when it comes to just moving boxes.
One thing tho. It needs proper balancing. For me this race feels useless as a standalone.
Only things they can do is fighting, farming and fishing and they are trash at pretty much everything else.
The crafting nerf is gigantic and makes it super hard to play on higher difficulties. The warehouse nerf on top of that makes it lowkey impossible. And also it does not make any sense. Why would crabbois with though carapaces and strong enough to be best warriors in all of standard factions be worse at moving things than a weak ahh human. They should get buff instead. If it was buffed above dondorians lvl i would consider this race balanced and indeed medium level.