Originally Posted by Neofit
Originally Posted by eidolon
2. STR based chars have an additional item slot as well (shields).

2-hand users don't, DEX-based archers don't.

STR chars have the ability to equip high level shields. It is up to you if you prefer the 2H style, 1H with shield or 1H.
Quote
Originally Posted by eidolon
3. The only real reason why you would want to wear a high level no ability Sarong is because you want to enchant it. Since the stat requirements of the enchanted items don't change, it gets around the problem that players would enchant items and become unable to wear them afterwards.

Doesn't address the issue of sarongs having an INT requirement exclusively, I wouldn't even have started this thread if the requirements were evenly spread among all the attributes.

Sarongs are meant to be used by INT chars, because INT is more important for them than the main attribute of other builds, since it is the only way they can boost their damage. Melee chars and archers will do more damage with a higher dmg weapon, while the only thing that matters (regarding their damage) for mages is the attribute bonus.

Quote
Originally Posted by eidolon
4. You can get to crafting 5 very early in the game. Adding multiple +25% to all resistance enchantments to your equipment would just break the game balancing wise before you leave the first map.


It's percentage based, so if you resist for instance 25% of a 20 dmg spell at level 2 or 25% of a 200 dmg spell at level 20, you've resisted the same proportion. At any rate you'll making the game easier at one point or another. In my experience the game was way harder before level 9, at 20 almost every encounter is trivial (and I didn't even read any "optimize your character" threads), I wish it were the other way around.
One of the reasons why so many players complain about the difficulty midgame is because of the high resistances (including full immunity/ healing from elemental damage). Making the level of the item matter delays this problem a bit.
Quote
Originally Posted by eidolon
5. Since many sarongs come with a +INT bonus and the max requirement is only 10 INT, you don't need to put many hard points into INT to use some awesome sarongs.

The max +INT I've seen is +2. So: that's still wasted points for nothing to bring it from my current 5 to 10; and secondly, why would my fighter even wear a +INT sarong in the first place.
If you invest 1-2 points into INT and get another +1-2 from gear, the +2 INT sarong will stay equipped after taking of some secondary equipment that gives +2 INT. With 10 INT you can cast many low level spells without penalties, including summons, Oath of Destruction and Bless, which buffs your damage output and survivability much more than another 3 points in strength. On top of that there are the other boni of the sarong (willpower, body building and resistance).
Quote
Anyway guys, you're just dancing around the problem, I'm proposing to fix it. I wonder what justifications you'd come up with if for instance necklaces all had a DEX requirement, with a max of +2 DEX on each taking the space of another, more useful attribute.
(2xIMG)
Here we have a fresh belt ready to be enchanted, for any character. And the sarong is clearly broken.

Amulets and Rings can't be enchanted and come with attribute boni for every type of character. It would not make sense to tie their usage to a single attribute.

I am not sure if belts not having an attribute requirement was an oversight (if not: which attribute would be appropriate?) or if this is because (non-enchanted non-legendary) belts don't really play a big role with the small boni they provide compared to other items.