Skill Restriction by Attribute Points? <(O_o)> Rapier, Warhammer, and etc

So then it’s punishment for hitting level 60. And as FrostFairy said, if people will like to they will do it anyway just because it’s “good and usefull” skill a.k.a. effective and worth doing so. Also 50 points is not such of a big deal once you have something around 250 points.

That also confirms that this idea is selfish

I personally think the threshold should be 100. A weapons abilities strength durations should scale off of invested attribute points just like damage does…it’s ridiculous someone can get the full benefit of a skill they have no attributes in. It’s stupid.

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You misinterpreted my meaning. I meant no one is concerned with sub 60s abusing abilities.

I still think that 50 points enough and fair as compensation; by doing that they’ll also lose +10% dmg resistance as 200 cons attribute bonus with some health points, so they need to decide if they want to have the advantage of a weapon.

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@Luxendra bump

My biggest question is how many of them remain viable if Rapier stops being the ultimate “get our of jail free” card?

9 of them

Best suggestions I’ve seen for evade.

uppp

Another option is to make some perks available only with N stat points. Fleche, Ice Shower for example. And after that you can bring IS back to its full power. Consider them as “major” perks. This will keep build diversity and off-meta builds alive and eliminate abusing.

This was proposed long ago, acknowledged by devs, and swept under the rug, way before the current healer-hate trend.
We even proposed a 3 tier skills separation, 50 points, 100, 150.
So let’s say, vague example, wind chill was unlocked at 50, storm at 100, spike at 150 or something like that, not an accurate representation but that was the overall idea.

What you guys want is healers to have no escapes, rapier use will remain same for dex high mobility, which are part of the healers hate audience. So you can roll in, skill, roll out with perma iframes. Nice.

bamp bamp

bump!

150 point if you wana use wepon, like this clip, i with 50 int 300+ dex and 150 con ✂️ no no net shot is no op /Bow - YouTube abusing OP net shot , build diversity is good, but not without diminished return.

The 50 or 60 point minimum is arbitrary, and the only thing it will achieve is shifting all current builds to use 50 points on the “utility weapon” stat, and the rest on the primary weapon stat and CON. When everyone does the same, then we are at the starting square again.

Also the problem of sub-level 60 players not having access to all attribute points.

Instead, as I have suggested in the Game Feedback forum, all skills that are not damage or healing (all of them from all weapons) should scale their effects based on the normalized stat %.
The normalized stat % is just the proportion of a given stat compared with the stat with the most attribute points spent on it.
So if you have spent your attribut points like this:
STR: 300
DEX: 50
CON: 150

Then the normalized scores for your stats are:
STR: 100% (that is, 300/300)
DEX: 17% (that is, 50/300)
CON: 50% (that is, 150/300)
etc.
And then, the game should use those normalized % to scale the effects of abilities.
Like, if I take an Ice Gauntlet with those stats, my INT would be 5/300 = 1.6%, and so, the duration of my CC and their effects would last only 1.6% of their maximum usual duration.

Same, if I am a Healer and I have spent my attributes like
FOC: 300 (100%)
CON: 250 (83%)
DEX: 5 (1.6%)
And I use a Rapier’s Fleche, the distance that Fleche should cover should be just 1.6% of the intended one.
The benefit of these normalized stat % is that it works at all levels, and it’s future proof. You can increase level cap to 100 and give 200 extra attribute points, and it will still work fine at leashing “non-commited weapons”.

This sure reduces build diversity, but it is a necessary evil if we want to be able to balance weapon combinations.
It is impossible to balance all weapon and skil combos without any limit unless we make them all samey or bland.
You need to somehow limit the pool of combinations so that you can account for the possible exploits. Doing so by expecting that players will take weapons with the same attributes is reasonable.

If they still want to take weapons that have disparate attributes, they still can, but they pay with a reduced damage/healing/effects that balances it out.

For the case of the Healer, it is true that there is no other weapon that scales primarily with FOC other than the Lifestaff. In this case, we could consider for the calculation above that secondary stats also contribute, and then the Void gauntlet wouldn’t be useless as a secondary weapon to a lifestaff primary.

Bad idea, stop advocating cookie cutter builds and make the game dull

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What difference it makes now if everyone always picks the most broken weapon combo by meta? Some months ago it was GA+IG. Now everyone goes ranged.
Then they will change the weapon balance again, and everyone will migrate to the next cookie cutter meta build.
And since no balance can be achieved when skills are fully powerful even at 5 attribute points, this cycle will continue forever.

At least for now we can do and try non meta build if we want.

Buy for your suggestion, it will kill non meta build.

bump