Originally Posted by Stabbey
The reason why I dislike making the assumption that people will make up for their lower stats in other areas with equipment is simply that this game has limited encounters, RNG equipment, and frequent equipment turnover. You can't be sure of maintaining the same modifiers on gear from level to level. Shopping is already annoying enough needing to wait an hour doing nothing.


Without armor system and number bloat gears would last longer. If RNG gearing is the problem then it may be replaced with gearing system of other CRPGs like Pillars of Eternity and Baldur's Gate where the loot is guaranteed and balance the entire attribute/abilities system around that.


Originally Posted by Stabbey
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I want it slim because too much scaling punish you if you try to switch tactics. Say in DOS2, I'm a 10 pyro mage fighting against an enemy with 100% fire resist and 0% water resist. I switch to Hydro spell for damage, unfortunately i only have level 2 in hydro and lost 1-110/150=27% damage, wtf? You cannot remove resists since it makes sense that undeads are immune to poison and fire elementals are immune to fire. With a slim bonus you are less punished in situations like this.



That's a poorly-built character. You never do something as unbalanced as 10 Pyro / 2 Hydro precisely because of immune enemies. And in fact a mage should probably have three damage types available, which means the game needs to provide enough points to do so. Your system allows for maxing out two with ZERO points to space. That's not nearly flexible enough.

You don't provide enough points to allow players to change midstream if they have a problem or want to change their style.


Which is another reason why mages fall behind compared to physical characters in DOS2. They need to spread their points thin against different opponents while physical characters can simply stack warfare for maximum effects.

I dislike giving damage bonus to skill abilities since it create balance issues. Maybe resistances bonuses can be used.


Originally Posted by Stabbey
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I'm taking gears into consideration since +attribute gears appears to be common. It surely need more balance and testing with gears taken into consideration. Too less and it kills the system, too much and everyone has 6*15 is not good, either.


You're not even providing 1 * 15 base attributes, so I think there's some wiggle room to boost the amount of points you give. Even at 5 attribute points at level 1, and 1 per level for the next 19 levels, that's 24 points, or enough to max out two of the 6 with a little wiggle room.

I also dislike your point distribution because it leads to empty levels. There is literally nothing to do at level 8, 12, and 16, and only one thing to allocate at levels 2, 4, 6, 10, 18 and 20. Other levels are feasts: 5, 7, 9, 11. and 13 have three things to allocate, and 17 has four.

Steady progression is better than a feast-and-famine approach and allows one to smooth over trouble spots or change things more easily.


This a good point. I missed that.

Last edited by sehnsucht; 04/11/17 02:22 AM.