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(Reply to Dev) Why characters can feel really "samey" gameplay-wise
#20
(05-12-2021, 12:50 AM)Shujin Wrote:
(05-06-2021, 04:00 PM)Autumn Wrote: ----
I think overall good points have been made, but I want to reply to this here. 
I think its honestly more that defensive stats are more effective, since they fullfill 2 roles at the same time, making them twice as valuable as pure offensive stats. I think many problems that we have could be reduced by alot if defensive stat scaling on weapons was massively reduced or even removed. I know what you mean by saying this but I feel like if we reduced the Stats per level for example, basic attackers have it even harder. 
Its not the amount of stat points that makes a tanky mage being able to fill in a fluff stat. Its that they need less stats to be effective because of how powerful these stats are. Vise versa the fast basic attacker archetypes struggles cause they need so many stats to even fullfill their base needs and then some.
You hit the nail on the head Shu, which is why I feel part of the solution is divorcing Strength and guile from each other.  You do that and Suddenly Strength basic attacks can afford a bit of variety in their builds that the Guile and Skill basic attackers have been enjoying for years. I'm also partial to the idea of stripping away the power from defensive scaling weapons or just outright rescale them.

https://neus-projects.net/forums/showthr...p?tid=7964 <--- my stat idea.
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RE: (Reply to Dev) Why characters can feel really "samey" gameplay-wise - by Lolzytripd - 05-12-2021, 01:10 AM

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