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Skill Tax Thought
#1
This is mostly a random thought I had, but...

I think everyone can agree that Skill(or Cel tax if you're evadie) is something that really holds down builds, right? There is a reason why hyper-healer builds don't get ski, It's just too many points if you want to really heal high numbers.

So, what if, both SKILL and CELERITY stopped giving hit/evade at around 50 scaled?

They'd still give the other parts, elemental atk, crit, inflict, etc. So if your build relies on one of those you'd still want to build more.

But wouldn't it be cool to at least have the option to pick a 100% STR scaling weapon, slap on 45 scaled skill (Which would be 55 scaled skill equivalent, 5 lower than 60) and just be happy about it?

A few problems would arise from this, however:

More stats to SWA Gouge with actually good defensives? This would make the damage race a bit worse, I think?

Easier to build Hybrid Tanks. Evade builds specifically want both cel and skill so this would free up 20+ stat points, which would make it fairly easy to build Hybrid. In my case, this would make my own Hybrid reach 50/50 def/res, which could be annoying to deal with.

Overcapping your Cel to 65 wouldn't be a viable strategy anymore.

And this is just off the top of my head, I'm sure more problems would arise from having so many bonus stats, but... honestly??? I think it would be fun???

I don't even know how many build concepts I've thrown away just because I did not have enough stats!
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#2
I'd be willing to try this idea on testing server FIRST so we can see what it'd mess up if anything. All for a new idea though.
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#3
Hellnaw this feels terrible. We already have diminishing returns, let's not put a hard cap like that. There's many ways to fix evade, this ain't it
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#4
Personally I believe that having another Attribute give +1 Hit and +1 Evade(respectively) would be a great way to go about it.
As it will diversify builds while reducing the monopoly that Skill and Celerity have on things.

Similar to the relationship of Faith and Sanctity on status resistance.
Munch
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#5
(Yesterday, 01:51 AM)Skimmy2 Wrote: Personally I believe that having another Attribute give +1 Hit and +1 Evade(respectively) would be a great way to go about it.
As it will diversify builds while reducing the monopoly that Skill and Celerity have on things.

Similar to the relationship of Faith and Sanctity on status resistance.

Not really. As soon as you allow people to gain an extra 60 hit/dodge off of building another stat to 60 scaled, they're going to do it, especially if it means hitting like 270 evade + debuffs and COMPLETELY walling anybody who doesn't play ball. You barely need defenses at that point.
It'd just become The Stat You Have To 60 Scaled To Hit/Evade Anybody 2 and not everyone would even be able to afford it this time.

Moreover, whatever stats are selected would sorely skew the meta towards builds that favor the chosen stats. You'd obliterate build diversity in an update.


As for capping evade/hit contributions to 50 scaled: It's an interesting idea that'd bring the built values of ski/cel in line with the other stats, and the extra stats would be nice. Hard to say what kind of impact that would have on the ecosystem, though - besides doing funky things to hit/evade values, dodgies would be playing with about 30 extra points by my reckoning, and tanks about 15-20? Also, everyone's skill slots would suffer, assuming they don't build 60 scaled ski or +10 gui.
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#6
luck got its simplification for a reason
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#7
(08-14-2025, 04:23 AM)Nekojinn Wrote:
This is mostly a random thought I had, but...

I think everyone can agree that Skill(or Cel tax if you're evadie) is something that really holds down builds, right? There is a reason why hyper-healer builds don't get ski, It's just too many points if you want to really heal high numbers.

So, what if, both SKILL and CELERITY stopped giving hit/evade at around 50 scaled?

This is incredibly unintuitive and not really great design, suddenly hardcapping hit and evade isn't it chief. If you really wanted to incentivize lower SKI/CEL values, then you'd just have to reduce the amount of hit and evade these stats give. If SKI/CEL gave 1 point per; the difference between 40 and 60 would only be 20, instead of the current 40 and 60 being 40 hit/evade. Not saying this is a great idea mind you, but there's better ways to go about the intent here.

To be frank, if we wanted to lighten the tax these builds face, pre-GR2 evasion has always been there as an option.
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