Originally Posted by
Zyrusticae
Humans: Nothing. HUMANS SUCK!
*ahem* But more seriously, every skill that says 'main-class only' they can use while it's a subclass. Bam, instant versatility.
Newmans: Can always cast techs. Any tech. No matter what class. (Not much point to using offensive techs without Fo but you can at least use Resta and Anti freely as opposed to chugging mates and atomizers while throwing out the occasional Zondeel or whatever). As a bonus, they always have 1/2-effectiveness charge PP revival (picking it up on the Force tree would just increase it to full effectiveness) that works with any charged attack. Edit: They still need something to differentiate themselves when they actually are playing Fo/Te, so instead of just 1/2-effectiveness charge PP revival, add an extra 50% more PP regen that doesn't pause during charges. They become the ultimate PP management race.
Dewmans: Get shorter cooldowns on everything. More Katana Combat, more Showtime, more Chain Trigger, whatever.
Casts: Immune to poison, always have trap-sense, have passive health regen (NANOMACHINES, SON).
Beasts (hypothetically): Super-armor; they cannot be flinched unless hit two or more times in quick succession (say, a 0.5s window).
I have no idea if this would be balanced, but at least every race ends up with a worthwhile perk of their own.
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