Weapon Skills only with Attribute points

Guys, being that we keep arguing about nerfing ice shower, gravity well and so on, we can at least agree that the possible combination of those skills are the issue right? As seen on that small clip, even tho it’s cherrypicked, it’s a good example.

So; I was thinking, keep the classless system, so you can use any weapon and whatever skills you picked, but make those skills available only on attributes threshold, be it INT, STR, DEX, you get it.

Would you guys support the threshold idea? We could suggest that to AGS, maybe it will get nothing done, but we could ask at least, but that’s my take on this situation.

I don’t think more nerfing is needed, some buffs are required (bow, plagued) But this change could remove the trade of an offhand weapon on which you have zero attributes invested and fully functional skills. The time it took anyone to lvl up those weapons is meaningless compared with the benefits because you just equip it.

Well, that’s it, please don’t turn this into a nerf GA/IS, let’s just consider this idea, we can keep flaming on later, because at some point, everyone will just drop some weapons and the lack of diversity (even more) on PvP will stall the game again, and again, till we get either only heavy bruisers, or only healers, or pure muskets.

I’d like to know why, also, you would support, or not, this idea. Thanks for reading!

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Yea absolutely an option, imagine if you needed 200 int in order for ice shower to gain its root and rend. Dreaming

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I think it’s a good idea, but I don’t know how that would work. For example, I play healer. Now a healers main stat is focus. So really the only 2 weapons a healer would really be able to use is LS/VG. Anything else we used as a 2nd weapon would essentially be useless.

Right now I run lifestaff as my main weapon and hatchet/rapier/VG for my 2nd, and I rotate between them depending on what I am doing. If I am doing chest runs in the mine I run with rapier to get out of close proximity places that mobs have closed me in on. Running OPR I also run rapier for the escape tools. When I run solo I generally run hatchet for beserk and I like the attacks. I run VG when I’m roaming with smaller groups.

If this change was put in it would mean I pretty much would need to drop rapier and hatchet since I have 5 dex and 5 str. So none of the abilities would work for me. Now pretty much all LS users would all be LS/VG or LS and a useless 2nd weapon. Most other weapons it would work for since there are multiple dex weapons and multiple str. weapons.

Soooooo…Your weapon and armor choices are bad against a certain other weapon and/or armor type and you want it nerfed? LOL

I run LS main as well, VG for support and debuffs, I know it would screw us big time, but with the constant outcry over some skills combos and “unkillable healers”, I see this option as an alternative, I still lack an offhand utility weapon.

Man you’d be so informed if you could read.

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I just find it odd that you think requiring attribute points to trigger abilities is a real answer to anything. What makes this game awesome is the great flexibility of weapons/armor styles. Finding new and interesting combinations to perform well in certain situations. What you are suggesting is stripping this flexibility.

See, that’s what I’m asking man, opinions, everyone has one, and trolling aside, maybe someone has a better idea than “eh, nerf this or that skill” because it killed me one time at band camp.

Yes this is the answer. Strength builds won’t sacrifice damage output just for a int ability.

So I think this would damage the freedom players have to build how they see fit by creating a “gate” on abilities. While vise versa creating options for many different builds & allowing for other builds that normally are under the radar to have relevance. This would heavily depend on a few things and how exactly its applied.

  1. The threshold at which you gain an ability.
  • This is crucial as you’ll be locking skills out to certain thresholds. This also gets complicated if some spells would require from 2 attributes instead of one. For Example, if we take gravity well which can be argued to be both a magical effect with a physical output. Or a pure physical or pure magical influence thus it depends where the particular skill would be placed. This goes two ways as pure Dps could have access to abilities not desired or abilities desired and or abilities that force them into building a all rounder instead.

Which means Pure Dps would have fewer skills of their desired weapons depending how the spread goes.

  1. The next are the sub nodes themselves.
  • If you apply the attributes with connection of the ability nodes what will happen with the support nodes? Will they require additional attribute to use? If attributes affects abilities then it should affect the smaller nodes evenly. If they don’t effect the smaller nodes you have two systems determining your playstyle in its entirety.

I’m not all for it in the sense that the freedom to be any role is a really enjoyable thing
But I am for it in the sense that it would affect PvP in a way that doesn’t give all the bad players crying for nerfs any kind of satisfaction as it would affect them even more in the build & playstyle department.

I run support which is really just healer since the support role isn’t actually represented in any of the 13 weapons since the majority prioritize or honestly more like “recognize” only highest numbers. This kind of change would need to have attribute pages. Multiple different pages that I"m okay buying from the cash shop. Because respecing would be a gigantic pain with this kind of concept.

Could always go 1 step further and have each threshold lock after 1 node is chosen whether it’s an upgrade, ability or support node. Which;
A: Would become restricting to some degree
B: But builds would be a tad bit different instead of all build sets being roughly the same.

Healers would in a way suffer the most as they have no other weapon that directly works on focus. I’m not really including the VG because it’s a mess of a weapon. The Life Staff has literally only 1 objective which means carrying a secondary or even remotely having spells for that secondary could greatly hinder supports. The only output would be identifying Pure Healers from Supports.

So really I’m neutral on the idea.

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I think this is a pretty cool idea and is a different take on making the utility skills scale with the attributes, if you want the full root you need at least x in the primary or secondary stat.

Some argue here about life staff. If you want to run life staff and have Uber healing you have limited options. If you want the extra mobility that rapier provides you need to give up some of that focus and slot it into dex. It’s called a trade off rather than having your cake and eating it too.

The no dodge after exiting shower needs to go that is the only problem

Everything should have a tradeoff.
The problem now is that you only trade points from one attribute to another but can still enjoy any weapon functionality with it’s full effects.

I still hope this gains some traction

Bump

Yeah I agree with this however I think we’d need a few more weapon options before making this a reality.

Two weapons that 100% need something like this are rapier and IG.

You don’t need anything other than the utility of the weapons and can use them with 0 investment

I wouldn’t even care if it was 100 points into the weapons stats just to get flèche and ice shower.

Just pretty much would let the weapons be not getting nerfed because they are getting abused by specs that don’t need investment and saving them from the nerf bat

yea, exactly my point, nerfing is not needed, just balancing

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