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

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

2 Likes

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

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