As a means to balance combat out a little more I believe that attributes themselves should play a more significant role in combat and ALL crafting entirely than SKILL value.
Skills should continue to offer benefits and bonuses but nowhere near as great as attributes.. This would encourage balancing stats. Equipment and quality of equipment should be the single largest factor in determining combat and efficiency for farming and crafting.
First and foremost, combat is broken, this is a suggestion on how to fix it.
Strength - Instead of determining merely the total HP and raw damage one can do, It could affect how much weight a player can lift (liftable objects) without being slowed down. Upon that it can determine the MAX damage a person can do.
Agility - Upon all it does now it will affect the persons ability to ready another attack. To maintain balance it may be in our best interest to require HUNDREDS of points into this skill to double the rate of attack. Needless to say, regardless - It should offer an upperhand to those who invest.
Intelligence Perception and Psyche could all play a mutual role in crafting as well as turning another players attack against them, effectively striking more than once in a round if a player succeeds in parrying a blow.
Constitution - While Armor plays a significant role in damage absorption, Constitution should play a role as well. Constitution should no longer offer 2mhp, instead, offer just as much as strength offers, with the added bonuses of natural armor and increased stamina capacity. Thats right, no more 100% bullshit
Dexterity - Dexterity should play a role in combat, It should play the role of offering minimum damage. So even if you are a powerhousing tank your damage will be all over the place without balancing dexterity. Static damage is one of the single worst aspects that unbalance the combat system.
As for charisma, I can't even begin to think of a combat application.
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Caradon
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Skills and attribute change suggestion
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Jackard
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Re: Skills and attribute change suggestion
we might want to hold off on combat suggestions until we have an idea of how the devs want to fix it, sounds like it could be something huge
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Chakravanti
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Re: Skills and attribute change suggestion
Why not, instead of making every charecter the same and all PvP a direct stat comparison, have varying combat types differently influenced by different stats.
I disagree with what you say about agi. Jackard said something very fucking awesome in another thread of mine:
I disagree with what you say about agi. Jackard said something very fucking awesome in another thread of mine:
I really like the suggestion about con offering natural DR. This would be excellent for tank types that rely on armor and high con.Jackard wrote:having a large gap in ability between novice and veteran characters is not really helpful for a team/stronghold/resource-based game
especially a permadeath one
This is gold right here. Almost motivates me enough to compile the beta b4wCaradon wrote: Static damage is one of the single worst aspects that unbalance the combat system.
Well what is this that I can't see
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With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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sabinati
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Re: Skills and attribute change suggestion
FYI a stat is used in almost every crafting recipe
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warrri
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Re: Skills and attribute change suggestion
You obviously have no clue how crafting works. Beside from jewelry and farming all skills are only caps and only reduce the output quality if its higher than your skill. Only the according stat raises the quality.Caradon wrote:As a means to balance combat out a little more I believe that attributes themselves should play a more significant role in combat and ALL crafting entirely than SKILL value.
Skills should continue to offer benefits and bonuses but nowhere near as great as attributes.. This would encourage balancing stats. Equipment and quality of equipment should be the single largest factor in determining combat and efficiency for farming and crafting.
Encouraging balancing stats would disencourage trade, since everyone could do the same thing yet again.
This is like the 10th suggestion in a week to be all the same, with some being samer and some not as same. Seriously what the hell.
The real solution would be to reduce the effect of strength and raise the natural hardcaps on items. At the moment theres just no point in raising dex to 500, or even charisma. Strength however is what you want to have over 9000.
Is that what you wanted to say? Static damage is quite balanced tbh, because theres no luck aspect which you dont want to have. Why do you think starcraft has a far bigger pro-community than warcraft? Because only skill counts, and not whether you are lucky and get 500dmg or 250dmg with the all deciding killing or not killing blow.Caradon wrote:Static damage is one of the single worst aspects that unbalance the combat system,because that means a one day old char cant kill a one yearold char if all the stars align
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Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
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Chakravanti
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Re: Skills and attribute change suggestion
NO really. Static damage is lame. Why do you think B4w has such a huge following? Now, that's a fucking stupid margin, anyway. In a balanced system Age is not very significant anyway and what you can kill is more to do with what type of character you are.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!