Fratari wrote:While I generally like this idea, there is one major flaw: there is almost no cost to a combat character. A fresh alt that fought some creatures to build up it's deck is just as capable as a character with 10 million LP and FEPs, so fighters become extraordinarily cheap. I prefer the idea of caps over removing combat stats entirely.
GamingRAM wrote:What of Constitution though?
DDDsDD999 wrote:I think if jorb could find a balance between raising stats and making quality gear, those would be the ideal solution. Therefore if you get ko'd you lose a lot of stuff, and if you get ko'd over and over and die you lose even more.
LadyGoo wrote:Horrible idea.
Then trade and the food/curios industry becomes irrelevant.
So con and str should be left alone and there should be some low (250 or 500?) for ua and mc (or maybe a bit higher for mc because its kinda weak when all restorations depend on ua and ua attacks are better for making openings, maybe no cap for mc?)? and like 1K for agi? maybe a stat cap for certain stats, which seem op when compared to other stats should be capped and stats like con and str and armor class, which determine
just damage should be left as they are? agi and ua seem (I think they are) like the most dangerous
(OP) stats. I think it could make combat more or less better balanced, but for sure be better than this what we have currently.
LadyGoo wrote:Gameplay side, crafters reach their limits pretty fast in terms of stats and skills, meanwhile, the quality progressions stops almost instantly at certain point, since it is tied to various objects with static quality (or a slow quality progression).
This is true, and there are just a few kinds of gildings that add the same stat, and just a few more than have at least one combat stat, and with a bit of experience, someone could use "gilding song" hearth magic to just add all gildings to a piece of gear, so I don't see a reason to not agree with this. It
limits people who have best possible
gear stats so it seems like some
food/curio stats which are not OP should be left alone as they are, without stat cap, but as i said earlier, agi and ua are a bit OP (maybe devs could make them work in another way or make them dependent on something else than merely food to fix this, I dont know).
Wonderful wrote:-1 Removing combat stats and revolving around gear is done by a lot of failing MMO's for the reason that anyone who just joins in can be handed gear and match players who have been playing for weeks and months grinding out gear. It removes competitiveness and leaves a placement of "who made better friends to give better gear".
Someone could give food to a friend too and without stat caps it would cost them making their own character worse, but with stat caps something like this could indeed happen.
If devs implemented stat cap to all combat skills it wouldn't be much different than making animals weaker and removing combat stats, It would just make people require a low amount of resources to reach the limit of power, so it indeed seems better when there are combat stats.