Cool. Reminds me of one of those retro cartoons.
It doesn't look much different from their original design, legs just look a little bare.
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I'll be completely honest with you, I don't see much of a difference.
-nervous sweating-I kinda like the blue one like maybe it ate tons of lapiz as a child and they could be a form of social superiority
This is true though. They are really lacking.
What really bothers me is the back toe and the lack of a tail.
Otherwise, they seem stronger (not sure I like) and retain some of their leather armor and stone.
This is true though. They are really lacking.
If ya want my opinion, I liked them as the tall, skinnyish (compared to other races of that size) Lizard men. Now, I kinda have a little trouble seeing them even allowed in regalia.
(Not throwing shade at anyone, I just wanted to state my opinion)
agree with you but i think they should integrate different colors such as lapiz and stuffs to add more variety and social structureWhat really bothers me is the back toe and the lack of a tail.
Otherwise, they seem stronger (not sure I like) and retain some of their leather armor and stone.
This is true though. They are really lacking.
If ya want my opinion, I liked them as the tall, skinnyish (compared to other races of that size) Lizard men. Now, I kinda have a little trouble seeing them even allowed in regalia.
(Not throwing shade at anyone, I just wanted to state my opinion)
I am praying that we will be allowed to use more than 5 colors, and that the deposits don't need to match out skin tone. But as for the Lapiz thing, it has been discussed before. They won't be blue, and their magical defense is rated below the Drowdar. It would take a mad amount of Lapaz to cover a dakkar.agree with you but i think they should integrate different colors such as lapiz and stuffs to add more variety and social structure
yeah i think aswell Sorry im not too good with dakkar facts(although Blue Dakkar would be cool, and I hope they will be allowed)
While I doubt it will effect our play-style drastically, it will certainly effect both our appearance, and how we fight.mhm, I dont want to have to change my character so much in this way, why cant lore re-write just stay that, where it doesnt have to affect peoples characters in a way as drastic as this?
Hi hi! Figured i would leave my opinion here.While I doubt it will effect our play-style drastically, it will certainly effect both our appearance, and how we fight.
For example, Nal Roh is orange with black deposits, if orange is no longer a color, that is fine. But if his deposits are forced to be the same color as his skin, that would take all the fun out of skinning him.
Also, Dakkar are already slow AF, any sort of Klien seems to already be able to kick our ass. But this would make them even slower. If we wanted to have tons of muscle and zero speed, we would have chosen Orc's. Dakkar rested in between this. My having large amounts of muscle, yet not being slow as living turds XD.
https://forums.massivecraft.com/threads/dakkar-weapons-and-combat.45557/
Is it pronounced any differently? Cuz I say it as Klien as in Calven Klien.
I am going to keep it real with you here, You don't choose a strong race so that you can sit down and not use it. Dakkar are literally geared for combat. They are strong, naturally armored, and generally have the mentality of a violent religious extremist. Not to say that you should only pick a race for combat RP, because that leads to zero character, and a whole lot of anime style fighting. Some of my best RP was generated by my Dakkar character, and I wouldn't have been able to do that with any other character of mine. But their character design (the same goes to Orcs and Torp) is heavily based around combat. That being said, I didn't choose my dakkar just because they are strong. I choose it because I think the Dakkar are the coolest and most unique race that we can choose, and I really wanted to play something other than a human.
WE WANT TAILS!And, how lack a tail will change your char drastically? You should worry less about the design and more about the personality.
Monmarty said that the entire conversation is pointless, i can't see what makes them slow. I am pretty sure i already read somewhere that their rocks don't weight too much.https://forums.massivecraft.com/threads/dakkar-weapons-and-combat.45557/
Is it pronounced any differently? Cuz I say it as Klien as in Calven Klien.
I am going to keep it real with you here, You don't choose a strong race so that you can sit down and not use it. Dakkar are literally geared for combat. They are strong, naturally armored, and generally have the mentality of a violent religious extremist. Not to say that you should only pick a race for combat RP, because that leads to zero character, and a whole lot of anime style fighting. Some of my best RP was generated by my Dakkar character, and I wouldn't have been able to do that with any other character of mine. But their character design (the same goes to Orcs and Torp) is heavily based around combat. That being said, I didn't choose my dakkar just because they are strong. I choose it because I think the Dakkar are the coolest and most unique race that we can choose, and I really wanted to play something other than a human.
WE WANT TAILS!
And, how lack a tail will change your char drastically? You should worry less about the design and more about the personality.
I just realized. One of the reasons why dakkars could easily fight dwarfs was because dwarfs focus at hitting the legs, and dakkars had long and armored legs.They definitely need something on the legs. Their upper body compared to the legs, they looks so stumpy. Maybe just some kind of rock designs on the thighs and lower leg. Other than that, I like it, looks pretty cool .
This would be wonderfulI think we should make the bulky dakkar more of a sub-race and leave the dakkar we have so that people can use either type
Yes they are, but these new guys look more like Orc's than anything else.
But....tails....The original Dakkar implementation is bad. The vast majority of Dakkar role-players misinterpret or misuse the lore to power-game their way into corrupting the original concept in ways that it was never meant to be used. This is partly to blame on my own inadequate writing skills when the first iteration of Dakkar lore came out.
The new lore is more in depth and specializes the Dakkar into a specific mold or niche of gameplay that currently does not exist in our lore, that of the true "Tank" (you could argue that Orcs are tanks, but they are more offensive tanks where we lack a purely defensive race at this point). As with any rewrite, rewrites are done to target the 90% that misuse, with the collateral damage of hurting the 10% that do not. It sounds like a sucky business model, but I find this collateral damage "acceptable" when it comes to the benefits of fixing up messy messy writing.
I'm sorry your character has to change in ways you do not like, but I will not change the plans for personal dislikes/distastes of individual players when the "common good" is what is necessary. The new Dakkar race is fairer in every day roleplay, less liable to have it's entire core concept twisted to suit a player only interested in win-rp and much more in depth with more content and stuff to work on.