As I mentioned to Llewen (as I bashed a tamer idea a few weeks ago) I've been thinking of a way to balance some of the pets in UO. With a focus on only six critters, here are my ideas, broken down into "fixes," or what should be fairly easy to discuss, "additional changes," things that might require balance tweaking, and "misc.," largely cosmetic changes.
Have at it.
Focus: Reptalon, White Wyrm, Fire Steed, Unicorn, Ki-Rin, and Skree.
Reptalon (Balance)
Strengths: 500 max HP, up to 85 energy resist. Does majority of melee damage by dishing out energy damage (75%), which is unique. Has a firebreath.
Weaknesses: Outclassed by Cu sidhe at the 4 slot. A Cu can have 100 more HP and 100 more STR than a Reptalon, plus 25 more total resist spread and a higher damage output average of about 6.5 points (~2 when considering an all 70s resists opponent). Nerve strike special is inefficient and a mana waster in PvM situations.
Fix: Give reptalons +50 HP Max, +50 STR Max, +10 DEX Max (new values: 550 HP / 562 STR / 135 DEX). Old Reptalons would have to run through a new quest, which, upon completion, would do a RNG check and reroll all stats. There could be a confirmation window if the results are crappy so a tamer can decline the changes, or perhaps a more RP friendly report card to indicate the changes if the owner confirms. New Reptalons would spawn with new ranges.
Additional Changes: Replace nerve strike special with new special called "Stomp," a new Wither-quality spell with EQ noise and physical damage output. While a Cu is the ultimate 4-slot tank, the Reptalon might as well be the ultimate damage outputer when facing multiple targets.
Misc: Allow Reptalons to get their non-Gargoyle riders access to Stygian Abyss flight shortcuts (the hidden paths only Gargoyles can cross).
White Wyrm (New 4-slot WW option)
Strengths: 456 max HP, up to 90 cold resist. Very high STR; among top in its class when you consider a single hit and very high DPS considering spell casting ability.
Weaknesses: No firebreath. Much stronger melee than a regular Dragon but incapable of being a tank in most situations due to low Fire resist (mage based spells like Fireball, Explosion, and Flame Strike are too common). Low base damage minimum means drop in DPS.
Fix: Create quest to boost Wyrms into a "Greater Wyrm." New maxes: 575 HP / 450 INT / 75 PHYS / 35 FIRE / 55 POIS / 55 ENER (total max of 310 resists) as a 4-slot. Old Wyrms would have to run through the quest, which, upon completion, would do a RNG check and reroll all stats. There could be a confirmation window if the results are crappy so a tamer can decline the changes, or perhaps a more RP friendly report card to indicate the changes if the owner confirms. New Wyrms would only spawn with original tables and the quest would be the only way to achieve such a Wyrm. As a result, the quest would be somewhat more difficult to achieve than the Reptalon quest.
Additional Changes: Give the "Greater Wyrm" a new Cold-based special. Either a Cone of Cold/Medusa stone (minus Evils) like Sleep/Freeze spell, Hail Storm, or something else of the like.
Fire Steed (New 3-slot Fire Steed option)
Strengths: High end base damage output potential for a 2-slot (104), pack instinct (daemon/equine), firebreath, 80% melee damage is Fire based.
Weaknesses: HP is way too low at 240 to ever tank, especially considering max cold is 30 and max physical is 40. They also have a max of 300 INT, which doesn't make any sense because Firesteeds cannot cast spells.
Fix: Create quest to boost Fire Steeds into a "Greater Fire Steed." New maxes: 420 HP / 425 STR / 60 PHYS / 45 POIS / 45 ENER (total max of 260 resists) as a 3-slot. Old Fire Steeds would have to run through the quest, which, upon completion, would do a RNG check and reroll all stats. There could be a confirmation window if the results are crappy so a tamer can decline the changes, or perhaps a more RP friendly report card to indicate the changes if the owner confirms. New Fire Steeds would only spawn with original tables and the quest would be the only way to achieve such a Fire Steed. As a result, the quest would be somewhat more difficult to achieve than the Reptalon quest.
Additional Changes: Give Greater Fire Steeds the Psychic Attack special, which lowers opponent SDI, and make it lower at a minimum of 10% in PvM. Something to use that mana and bolster its defense while still keeping its HP low in order to not make it too PvP-overpowered.
Unicorn & Ki-Rin (Balance)
Strengths: A Ki-Rin really has no strength among its class, while a Unicorn is immune to poison. However, both of their resist lines are comparable to that of a Nightmare.
Weaknesses: Both have 100 less HP than a Nightmare and much lower STR than a Nightmare as well. Neither have Firebreath and their unique specials are worthless.
Fix: Give both the Unicorn and the Ki-Rin +100 Max HP. Develop a quest for the old pets, and make new tameables spawn with new range.
Additional Changes: Let a Unicorn cure its owner as soon as he/she becomes poisoned, with a 5 minute cool-down. Let a Ki-Rin do its mass-lightning if owner is 75% or less health, with a 10 minute cool-down.
Skree (Balance)
Strengths: None in its class.
Weaknesses: Very low max HP for a 4-slot (310), terrible base damage (5-7), low max mana for a 4-slot (260), low max STR for a 4-slot (330), sleep spell the only unique thing about a Skree and it is wasted because it is casted too frequent which just results in the Skree being mana-tapped. Quite possibly one of the worst tames in game.
Fix: Get rid of the sleep spell. Honestly. The AI would have to actually use sleep in a combo rather than spam it for the spell to have any purpose, and the AI doesn't remotely indicate there are any directions to follow when using the spell. Boost the Skree to at least 400 max HP and 400 max INT, then give it Bombard, Eagle Strike, and Nether Bolt in place of Sleep. A new quest would fix the Skree with random roll, and there could be a confirmation window if the results are crappy so a tamer can decline the changes. But in the case of the Skree, anything would be better. New Skrees would spawn with new ranges.
Additional Changes: Give the Skree Hail Storm, as well.
Misc: Multiple colors?
... Purple, Blue, Black, Red, Pink ... could be neat.
Have at it.
Focus: Reptalon, White Wyrm, Fire Steed, Unicorn, Ki-Rin, and Skree.
Reptalon (Balance)
Strengths: 500 max HP, up to 85 energy resist. Does majority of melee damage by dishing out energy damage (75%), which is unique. Has a firebreath.
Weaknesses: Outclassed by Cu sidhe at the 4 slot. A Cu can have 100 more HP and 100 more STR than a Reptalon, plus 25 more total resist spread and a higher damage output average of about 6.5 points (~2 when considering an all 70s resists opponent). Nerve strike special is inefficient and a mana waster in PvM situations.
Fix: Give reptalons +50 HP Max, +50 STR Max, +10 DEX Max (new values: 550 HP / 562 STR / 135 DEX). Old Reptalons would have to run through a new quest, which, upon completion, would do a RNG check and reroll all stats. There could be a confirmation window if the results are crappy so a tamer can decline the changes, or perhaps a more RP friendly report card to indicate the changes if the owner confirms. New Reptalons would spawn with new ranges.
Additional Changes: Replace nerve strike special with new special called "Stomp," a new Wither-quality spell with EQ noise and physical damage output. While a Cu is the ultimate 4-slot tank, the Reptalon might as well be the ultimate damage outputer when facing multiple targets.
Misc: Allow Reptalons to get their non-Gargoyle riders access to Stygian Abyss flight shortcuts (the hidden paths only Gargoyles can cross).
White Wyrm (New 4-slot WW option)
Strengths: 456 max HP, up to 90 cold resist. Very high STR; among top in its class when you consider a single hit and very high DPS considering spell casting ability.
Weaknesses: No firebreath. Much stronger melee than a regular Dragon but incapable of being a tank in most situations due to low Fire resist (mage based spells like Fireball, Explosion, and Flame Strike are too common). Low base damage minimum means drop in DPS.
Fix: Create quest to boost Wyrms into a "Greater Wyrm." New maxes: 575 HP / 450 INT / 75 PHYS / 35 FIRE / 55 POIS / 55 ENER (total max of 310 resists) as a 4-slot. Old Wyrms would have to run through the quest, which, upon completion, would do a RNG check and reroll all stats. There could be a confirmation window if the results are crappy so a tamer can decline the changes, or perhaps a more RP friendly report card to indicate the changes if the owner confirms. New Wyrms would only spawn with original tables and the quest would be the only way to achieve such a Wyrm. As a result, the quest would be somewhat more difficult to achieve than the Reptalon quest.
Additional Changes: Give the "Greater Wyrm" a new Cold-based special. Either a Cone of Cold/Medusa stone (minus Evils) like Sleep/Freeze spell, Hail Storm, or something else of the like.
Fire Steed (New 3-slot Fire Steed option)
Strengths: High end base damage output potential for a 2-slot (104), pack instinct (daemon/equine), firebreath, 80% melee damage is Fire based.
Weaknesses: HP is way too low at 240 to ever tank, especially considering max cold is 30 and max physical is 40. They also have a max of 300 INT, which doesn't make any sense because Firesteeds cannot cast spells.
Fix: Create quest to boost Fire Steeds into a "Greater Fire Steed." New maxes: 420 HP / 425 STR / 60 PHYS / 45 POIS / 45 ENER (total max of 260 resists) as a 3-slot. Old Fire Steeds would have to run through the quest, which, upon completion, would do a RNG check and reroll all stats. There could be a confirmation window if the results are crappy so a tamer can decline the changes, or perhaps a more RP friendly report card to indicate the changes if the owner confirms. New Fire Steeds would only spawn with original tables and the quest would be the only way to achieve such a Fire Steed. As a result, the quest would be somewhat more difficult to achieve than the Reptalon quest.
Additional Changes: Give Greater Fire Steeds the Psychic Attack special, which lowers opponent SDI, and make it lower at a minimum of 10% in PvM. Something to use that mana and bolster its defense while still keeping its HP low in order to not make it too PvP-overpowered.
Unicorn & Ki-Rin (Balance)
Strengths: A Ki-Rin really has no strength among its class, while a Unicorn is immune to poison. However, both of their resist lines are comparable to that of a Nightmare.
Weaknesses: Both have 100 less HP than a Nightmare and much lower STR than a Nightmare as well. Neither have Firebreath and their unique specials are worthless.
Fix: Give both the Unicorn and the Ki-Rin +100 Max HP. Develop a quest for the old pets, and make new tameables spawn with new range.
Additional Changes: Let a Unicorn cure its owner as soon as he/she becomes poisoned, with a 5 minute cool-down. Let a Ki-Rin do its mass-lightning if owner is 75% or less health, with a 10 minute cool-down.
Skree (Balance)
Strengths: None in its class.
Weaknesses: Very low max HP for a 4-slot (310), terrible base damage (5-7), low max mana for a 4-slot (260), low max STR for a 4-slot (330), sleep spell the only unique thing about a Skree and it is wasted because it is casted too frequent which just results in the Skree being mana-tapped. Quite possibly one of the worst tames in game.
Fix: Get rid of the sleep spell. Honestly. The AI would have to actually use sleep in a combo rather than spam it for the spell to have any purpose, and the AI doesn't remotely indicate there are any directions to follow when using the spell. Boost the Skree to at least 400 max HP and 400 max INT, then give it Bombard, Eagle Strike, and Nether Bolt in place of Sleep. A new quest would fix the Skree with random roll, and there could be a confirmation window if the results are crappy so a tamer can decline the changes. But in the case of the Skree, anything would be better. New Skrees would spawn with new ranges.
Additional Changes: Give the Skree Hail Storm, as well.
Misc: Multiple colors?