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Joined: Sep 2016
enthusiast
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enthusiast
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Yes, but not straightforward ones.
Ideally, items should have stat requirements that still let you be flexible about the stats you focus on.

Something like Heavy Armor for example, shouldn't require a high Strength, but rather a certain value of Strength+Constitution.

Another thing that I think should happen is a 'level bypass': once a character is of a high enough level, they should be able to ignore the stat requirements of a piece of gear.

So, for example:
-If I want to equip a level 2 sword, I'd need either a level 4 character, or the added value of Strength and Finesse to be higher than 24.
-If I want to equip a level 6 wand, I'd need either a level 8 character, or the added value of Intellect and Wits to be higher than 28.
-If I want to equip a level 4 heavy armor, I'd need either a level 6 character, or the added value of Strength and Constitution to be higher than 26.

Ect.

Last edited by Naqel; 19/09/16 10:49 AM.
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apprentice
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apprentice
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It would be better to have stats req. , heavry armor should need str+con, light dex, and so on.

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stranger
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One aspect of stat requirements on equipment I don't particularly like is the break-point mentality of them. I.E. Get exactly 6 DEX to equip this important item, dump everything else into STR. It can make the difference between a viable hybrid type build and a completely unviable one just a single stat point. And on first play-throughs it can make stat assignment a very reactive process rather than a planned one as you have no idea of what stat requirements to expect later, which ruins a bit of the fun of playing with a whole new system of possibilities as you have to hedge your bets a little.

I'm generally happy enough with the idea of no stat requirements in a game like this. There's no crossover between run-throughs so there's no concerns about twinked equipment, and access to powerful equipment can be controlled by other factors in that situation. Conversely I like the variety and adaptability available where stat restrictions aren't in play.

But balancing equipment access and benefits across all classes in all situations is a big ask, so maybe a little safeguard against outliers would be useful. So I'd like to propose a kind of soft-restriction based on stats if it is to be implemented. Where, when you have less stats than the requirements, the item is still equip-able but the power of the item scales down from 100% proportionate to how much under the stat-requirement you are, down to some minimum stat value where it stops at (for example) 50% of base power. Just to take the edge off those very sharp break-points whilst still keeping the spirit of a stat requirement system.

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