11-19-2020, 11:18 PM
As someone who plays basic attackers, autohit tanks and mages using Strength, this is not it. Here's why:
▪ It further incentivizes Duelist builds like Raijin without Strength at all, which are even further minmaxed to shit damage and die in one hit. This essentially neuters all semblance of variety or diversity for basic attackers, considering the sheer volume of weapons that have Strength as a primary scaling stat.
▪ If you further nerf Strength, the only Strength builds will either switch out into something else for even more survivability, considering how Strength is, at that point, essentially ONLY a scaling stat with no further benefits, or will maximize it purely for the sake of damage, leading to further point inefficiencies. (E.G. Fire mages either switch to being an Earth mage or are the only real source of fire magic being played.)
▪ Strength as it used to be was still barely getting used, and even then was being used purely for the sake of, "this weapon doesn't scale with anything else" or "fire magic is tied to Strength". The point of the HP being there in the first place is essentially rewarding basic attackers that really need that Strength dump for their statline to work, and being net neutral for anyone else that uses it, if not a nice little extra bonus.
Now, I personally think Strength is undertuned, actually, for all intents and purposes. Magic far outclasses most builds that use Strength, and why build for Fire and Strength when you could just double down and go Earth instead, or just go Lightning and blow people up?
I do agree that it needs an extra something to at least give more rewards for basic attackers, given that it's an extremely feast-or-famine playstyle, with no incentives to play unless you want to dish out hard hits. Something that'd affect ONLY the Strength-using basic attackers, because those have fallen hard out of the meta and have become either niche or unused.
Armor penetration is not the way to go here, and I'm of the opinion that the health addition was a step in the right direction.
Removing the health is overall making the experience worse for seasoned basic attackers who don't use non-Strength weapons.
▪ It further incentivizes Duelist builds like Raijin without Strength at all, which are even further minmaxed to shit damage and die in one hit. This essentially neuters all semblance of variety or diversity for basic attackers, considering the sheer volume of weapons that have Strength as a primary scaling stat.
▪ If you further nerf Strength, the only Strength builds will either switch out into something else for even more survivability, considering how Strength is, at that point, essentially ONLY a scaling stat with no further benefits, or will maximize it purely for the sake of damage, leading to further point inefficiencies. (E.G. Fire mages either switch to being an Earth mage or are the only real source of fire magic being played.)
▪ Strength as it used to be was still barely getting used, and even then was being used purely for the sake of, "this weapon doesn't scale with anything else" or "fire magic is tied to Strength". The point of the HP being there in the first place is essentially rewarding basic attackers that really need that Strength dump for their statline to work, and being net neutral for anyone else that uses it, if not a nice little extra bonus.
Now, I personally think Strength is undertuned, actually, for all intents and purposes. Magic far outclasses most builds that use Strength, and why build for Fire and Strength when you could just double down and go Earth instead, or just go Lightning and blow people up?
I do agree that it needs an extra something to at least give more rewards for basic attackers, given that it's an extremely feast-or-famine playstyle, with no incentives to play unless you want to dish out hard hits. Something that'd affect ONLY the Strength-using basic attackers, because those have fallen hard out of the meta and have become either niche or unused.
Armor penetration is not the way to go here, and I'm of the opinion that the health addition was a step in the right direction.
Removing the health is overall making the experience worse for seasoned basic attackers who don't use non-Strength weapons.