Hey guys,
During my playthrough, I noticed that attributes and abilities are a little too simple. I mean is not bad, but it would be cool if they add news effects to them. Also, investing more than 5 points on some abilities only increase the damage that you do, so maxing out an ability are not that meaningful.
So, here are my suggestions to improve the abilities and attributes.

[b]Attributes[/b]

STR - 5% Damage -> 5% Damage and 0.5% Physical Armor (if you have 100 PA, 40 points on STR increase that amount to 115 PA)
FIN - 5% Damage -> 5% Damage and 0.5% Dodging
INT - 5% Damage -> 5% Damage and 0.5% Magical Armor
CON - No Changes
MEM - No Changes
Wits - 1% Crit and 1 initiative -> 1.5% Crit, 1 Initiative and 0.5% Crit Damage

I don't know if that will make the game too easy, especially using Lone Wolf... Maybe decrease the damage by 1% to accommodate the new effects.

[b]Abilities[/b]
At level 10, I think that the abilities should some passive to make investing heavily on them worthwhile.

Pyro - Increase the burning damage, [s]increase the duration by 1 turn[/s] and have a chance to spread to nearby enemies every turn
Hydro - [s]Increase frozen duration and[/s] Have a chance to shatter frozen enemies below 10% HP
Geo - [s]Upon death, enemies release a poison cloud[/s] Geomancer spells now inflict damage to both physical and magical armor at a reduced damage
Aero - Each turn, a bolt of lightning strikes a nearby enemy
Hunt - The first attack against a enemy mark him. Until he dies, you do increase damage against him (you cannot mark more than one target)
Scoundrel - Each attack inflict a stacking bleed effect for 1 turn
Warfare - When you are attacked in melee range, you attack back
Polymorph - [s]Dunno[/s] Increase the duration of your spells
Necro - Enemies around you are weakened
Summoning - The only one that already have a special effect at level 10

What do you guys think?


Last edited by nlg550; 17/10/17 04:15 PM.