Originally Posted by Limz
Wait, what makes for a 'Wits' based build?
The delusion that 30% extra crit chance is somehow comparable to 150% extra damage.

That said, Wits is necessary to eventually get 100% crit rate, but Wits by itself still sucks, because the system is made in such a way that it's capped at +30 points; Wits only wins once you've maxed out either Strength or Finesse anyway (or Intelligence, if you swing that way).

Winning by default is not really that much of a win. It only wins because the rest are so build-dependent as to be almost completely useless to everyone else, whereas Wits may be awful, but at least it does something once you've maxed one of the others out.

That being said, I think that getting bogged down into the discussion of "What to do with Wits?" is misrepresenting and ignoring the issues with the round-robin turn orders and the uselessness of Initiative. It goes far beyond Wits, and the fact that Wits is near-useless is just one of the many symptoms.

You could buff Wits to kingdom come and it wouldn't make the round-robin turn orders and the initiative issues any better.

In particular, I find the idea of simply upping Wits to +2% Critical Chance to be a terrible idea, because it would mean it'd just be much easier to maximize your critrate. Wits would go from absolutely awful to practically mandatory for everyone, since it could by itself give you +60% extra critical chance.

Originally Posted by Horrorscope
[...] Load up on Init and AP. Unstoppable force. [...]
Originally Posted by Horrorscope
[...] I find this more like chess and much better vs putting Init on steroids so I can ramshackle the AI.
False dichotomy. The sole alternative to round-robin turn orders and broken initiative is not alpha strike supremacy.

Last edited by Luckmann; 05/10/17 09:30 AM.