Originally Posted by Tanist
Originally Posted by LordofBones
What should be looked at, however, are the itemizations. When legendary staves grant Dex and axes give Int, there are problems.


Why? You can build an int/dex based class. You can have a str/int based class. Now you can certainly argue whether you think that is efficient or the maximized approach to play the game, but... well now we are getting into telling people they are playing wrong. /shrug


Because almost all Dex based damage skills are dagger and marksman based, require you to be in melee range and you can't backstab with a staff, so that Dex bonus is useless. Staff damage scales off Strength, but you're not going to use staves to attack in melee unless you're really desperate, and staves require Int to equip. That Dex is basically eating valuable itemization points, I can't think of any reason why a ranger or rogue or shadowblade would go around with a staff when almost all their offensive skills are based on bows and daggers.

I can understand Staves with Str, since staves can be wielded in melee (but you can't enhance or upgrade them, so....), but itemization otherwise needs to be reviewed properly. Affixes and suffixes need to make sense for the weapons in question; you're almost never going to go for melee attacks with a staff, so a lot of those status debuffs on staves are redundant unless they also affect spells (within reason, fire spells shouldn't be able to freeze).

Staves need to be looked at, basically. There're currently a lot of issues with them. They can't be upgraded without a rare gem, they're ineffectual in melee, they don't benefit from tenebrium boosts...they're basically stat sticks, and even then the one archetype whose primary attribute scales with staves can't even benefit much from them. Staff damage isn't added to spell damage, you can't use staff debuffs with spells, the ranged staff skill doesn't affect terrain so you can't even take advantage of elemental effects...

They're just kind of there. There's no real reason to upgrade staves for mage classes, if you have a staff with +Int or +skill, you're going to keep on using it even if better damage staves drop, because the staff damage is worthless to you. They don't have the benefit of actual pen-and-paper RPG staves that act as repositories of magical power, they're stat sticks that sometimes don't even have the stats you want, they don't affect spells in any meaningful way, they're inferior melee weapons to almost everything else, spells can't crit so crit chance is useless...

Basically, they're just kind of there.

Personally, I'd make a separate set of affixes and suffixes for staves that directly benefit magical classes. Things like changing mage gameplay - 20% of spell damage is now void damage; your Fire spells have a 15% chance of making the enemy flee in horror; your touch range spells of <x> school now have a 15 meter range; Your shield spells also provide your party with half the benefit of the target; and so on.