Kind of understand where you're coming from but there's lots of things to oppose this as well.
Haven't read entire thread as I'm on mobile but first thing that came to mind is Chinese bot army with perfect cordination and hq gear sets who zerg the fuck out of everyone. Would be funny in a way.
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GamingRAM
- Posts: 609
- Joined: Fri Jul 12, 2013 9:47 pm
Re: Remove combat stats
I would like to see this be tested out for a world.
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
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blank
- Posts: 880
- Joined: Sun Jan 23, 2011 3:53 am
Re: Remove combat stats
meh this would just speed up eevrything and everyone would quit 1 month in the game compared to 2 months. it takes much much longer to put points in mc and ua, which makes it take time to get good in combat, why would you make it super easy for a nub to just join in and get everything from the start? that makes the game 10xs boring.. your idea makes me think everyone will just make a crafter, make the best gear he/she can make then make 100 combat alts and give them all gear and not really have to worry about shit?
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Remove combat stats
blank wrote:meh this would just speed up eevrything and everyone would quit 1 month in the game compared to 2 months. it takes much much longer to put points in mc and ua, which makes it take time to get good in combat, why would you make it super easy for a nub to just join in and get everything from the start? that makes the game 10xs boring.. your idea makes me think everyone will just make a crafter, make the best gear he/she can make then make 100 combat alts and give them all gear and not really have to worry about shit?
Well, they'd worry about their gear? If anything they worry more currently because of the huge stat differences between themselves and the average kriminal skum.
The stat grind would be shifted to grinding cards for decks and industry or trade; which might not be terrible
I'd support a trial run of having no raisable ua mc mm aside from gear to see how it goes
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
Check out my pro-tips thread

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Headchef
- Posts: 1099
- Joined: Tue Jun 14, 2016 11:27 pm
Re: Remove combat stats
Jordan is only saying this so Ainran buddies can get the zerg script back up ayy lmao 
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Remove combat stats
Headchef wrote:Jordan is only saying this so Ainran buddies can get the zerg script back up ayy lmao
![Trollface ¦]](./images/smilies/troll.gif)
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
Check out my pro-tips thread

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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Remove combat stats
jordancoles wrote:Headchef wrote:Jordan is only saying this so Ainran buddies can get the zerg script back up ayy lmao
Busted.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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blank
- Posts: 880
- Joined: Sun Jan 23, 2011 3:53 am
Re: Remove combat stats
lol bring back the old day with murder bots
fack it
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MadNomad
- Posts: 2158
- Joined: Fri Mar 11, 2016 11:13 pm
Re: Remove combat stats
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.
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blank
- Posts: 880
- Joined: Sun Jan 23, 2011 3:53 am
Re: Remove combat stats
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.
wrong. restorations are not depended on ua, sorry to say unless u mean just flex..
http://imgur.com/a/2a17p