This is not a complete perfect version of some attribute system, just a blank, so there is no point in picking on details.

I think that a class should be built outside attribute system, it should be determined by combat and civil skills and talents. That is the main idea. Attributes should change the way your class works.

Yes of course, your heroes will be similar in terms of stats, but relying also on weapon skills and school skills would make you choose between 4 base classes (mage, assasin, ranger, knight) and the classes would not be so cliche. A knight would be either hard damage dealer (strength-based) or ninja (capable of fighting on distance and with multiple enemies, finesse based) or samurai (capable of making some lucky killing blows, intelligence) or some tanky support with many long duration buffs (constitution-based). And you could also have a decent magic if you mix your class with some magical school, because your magical abilities would also rely on stats. You won't be as good as a full mage, but worth putting points in that magic.

Now a good match is playing fire+earth mage, water+air, classical knight, damage dealer assasin or ranger. I tested different builds in the current game and I don't feel synergy in how attributes and skills work. I tried to play water+necromancy with shield and wand. Ends up me dealing no physical damage, no magical damage. I want to be tanky and play bloodsucker, but then I can't use global poison on my other hero. Or I can if I go zombie. But then I can't heal myself with water. I don't want to use leech talent, since I already have bloodsucker. My necromancer abilities deal physical damage, so should I max strength? No, I have a wand, I can't put in strength. I also have hail strike, so its going into intelligence, but then I don't want mosquito swarm. Current system doesn't let you have good balanced class. You may have either a good damage dealing class, or a good healer which you can reach by putting all your points into strength, finesse or intelligence, or you may have some shitty half way class, that doesn't do neither magical damage, nor physical. Another example - I want to play air+warfare with air staff. But my knock down doesn't ever work, because I can't reduce their physical damage, and If I eventually knock them down I end up bumping into magical armor. There is no point in focusing enemies with both magical and physical damage. There are many enemies, so you want to focus some of them with magic and others with ph.d, because it is more effective.

You could make the current system more balanced by creating a lot of new abilities and changing armor-status mechanics, but I am not sure what it will look like.

Last edited by Hewman; 07/01/17 08:31 AM.