I just hope that we can still personalize our classes (Conjurer Tank or magic wielding marauder)
I just hope that we can still personalize our classes (Conjurer Tank or magic wielding marauder)
im concerned about the attributes thing, why would those stats are more powerful at the beginning and at the end weaker?
please bayhone ask yoshi-p about that for us.
in my opinion stats must have all the time the same effect, like 1str=2attack for example, and having more points on your stats makes you more powerful every level, what i mean the stats shouldnt be variable, must be steady to keep things under control.
It will probably be something simple like.
At level 10 +5 Dex given to your stats from your class will give 10% accuracy, but at level 50 it'll only give 2% bonus.
But then Equipment at high levels will always give the full 10%? but you'll never see equipment with +5 dex until the 50's etc.
Diminishing returns on Stats from character development.
Increasing returns from equipment development.
I didn't say that stats work atm, or that thy didnt need changing, but id prefer them to sort out stats so they mean something, so i could choose to be a glass cannon or a stamina fighter with more HP/mp.
Over having exactly the same as everyone else.
I've been playing long enough to know that a group of people who know how to play and can adapt are far better then those who just read a guide and go off with the Best group/stat/gear/skill rotation set up.
I cant remember the amount of times in mmo's where I've been told oh you lot wont do X cos you need Y, yet we have done it as easily or faster then those who just do what someone else found to be the best way.
But the more people are forced to be the same as others, the harder that becomes and the less rewarding beating anything is.
A google thumbs up!
Sounds pretty confusing even for a program, if you have 10 points in acc with 1 dex and later at level 50 you will have 2 points in acc with 1 dex, but the gear will have 10 points with 1 dex point, i think is complicate stuff, but ok im just guessing here, please SE let us know about that, its not the end of the world for us if we dont but will ease our minds :D
I'm not sure they're even deliberately designing diminishing returns.
At low level, if you add 1 point to a base of 5, it's a 20% increase.
At high level, if you add 5 points to 100 points, it's a 5% increase. More points, less impact, simply because we're using a simple formula. It sounds to me like instead of using formulas to compensate for this apparent slowdown in progression they're designing gear to make the difference.
Well said. However, same problem will take place with gear, unless they have huge bonuses.
On the other hand, when allocatable points are back and when they balance the attributes' progression curve (like they did with the physical level by needing 2 points to raise 1 stat past 40, 3 points for 1 stat past 80 and so on), a +5 stat bonus on gear will still mean much because you would need to spend, say, 15 points to obtain the same result if said attribute is at 80+.