Post by lateralus on Sept 13, 2015 19:09:00 GMT
Just some feedback on the proposed stat system as seen here: domdaria.gamepedia.com/Item_stats
Current:
Base attributes
* Strength => +Physical damage
* Vitality => +Max Health
(* Agility => (NOT USED))
* Int => +Spell Damage
* Wis => +Healing
Base resources
* Health: Vitality * Level * 20
* Stamina: level * 200 + item hp
* Mana: level * 200 + item mana
Suggested:
Base attributes
* Strength => +Physical damage
* Vitality => +Max Health
* Agility => Hit Rate and Dodge / Max Stamina (Should give the quicker races some use otherwise why not just make an orc for all physical damage roles)
* Int => +Spell Damage / Healing Amount (casters can focus on 1 stat for damage or healing)
* Wis => Max Mana (basing mana pool on a set stat) (id like to see resistance here too but not sure how that would work with the current system).
Base resources
* Health: Vitality * Level + Item stats (keep things simple and small to start with easier for builders and more approachable for players)
* Stamina: Agility * Level + Item stats (again giving agility a use and options for how you want to build your character. do you want a weak fast hitter / dodger that can use more skills or a strong less accurate hitter who can use less skills at once)
* Mana: Wisdom * Level + Item stats
*By giving each pool a base stat and keeping the modifiers the same it creates a nice standard that again is easier for the player to remember and know and builders to build around.
Reasoning: At higher levels stats and damage really seem to get out of hand I suggest doing a bit of a stat squash and from there somewhat limiting the stat mods on items to make things a bit easier to work with. I think simplifying and squishing stats will make it easier on the builders and make the game much more approachable for players. Balancing for pvp will also be quite a bit easier as well.
Also for you builders here is a good read: www.wolfsheadonline.com/bushnells-theorem-easy-to-learn-difficult-to-master/
Current:
Base attributes
* Strength => +Physical damage
* Vitality => +Max Health
(* Agility => (NOT USED))
* Int => +Spell Damage
* Wis => +Healing
Base resources
* Health: Vitality * Level * 20
* Stamina: level * 200 + item hp
* Mana: level * 200 + item mana
Suggested:
Base attributes
* Strength => +Physical damage
* Vitality => +Max Health
* Agility => Hit Rate and Dodge / Max Stamina (Should give the quicker races some use otherwise why not just make an orc for all physical damage roles)
* Int => +Spell Damage / Healing Amount (casters can focus on 1 stat for damage or healing)
* Wis => Max Mana (basing mana pool on a set stat) (id like to see resistance here too but not sure how that would work with the current system).
Base resources
* Health: Vitality * Level + Item stats (keep things simple and small to start with easier for builders and more approachable for players)
* Stamina: Agility * Level + Item stats (again giving agility a use and options for how you want to build your character. do you want a weak fast hitter / dodger that can use more skills or a strong less accurate hitter who can use less skills at once)
* Mana: Wisdom * Level + Item stats
*By giving each pool a base stat and keeping the modifiers the same it creates a nice standard that again is easier for the player to remember and know and builders to build around.
Reasoning: At higher levels stats and damage really seem to get out of hand I suggest doing a bit of a stat squash and from there somewhat limiting the stat mods on items to make things a bit easier to work with. I think simplifying and squishing stats will make it easier on the builders and make the game much more approachable for players. Balancing for pvp will also be quite a bit easier as well.
Also for you builders here is a good read: www.wolfsheadonline.com/bushnells-theorem-easy-to-learn-difficult-to-master/