So I was talking with one of my LS members over vent today and we got to talking about Stat allocation.

I had said that I'd like the developers to simply keep the fixed stats and not reactivate stat allocation in 1.20, because it really helps keep gear relevant, that extra 1 point of STR on that new body piece means a lot more when you can't just reallocate a point from MND to STR.

He had preferred that the developers do reactivate stat allocation in 1.20 because he doesn't like the idea of the developers setting the stats for his classes, what if you wanted to be a MRD who cast absorb spells and such? If he wants to pump points into MND, he should be able to.

I had a thought though that I think would solve both problems, keeping classes customizable to the player's playstyle and keeping gear relevant.

Putting a hard cap on your allocation to a certain attribute, but allow gear to break that cap.

For example, let's say that they allowed stats to be reallocated up to 100 in a stat. As such, you can put points into say STR up to base 100, but at that point you cannot allocate any more points into STR. The only way to get above 100 STR would be with gear. That way, that extra 1 point of STR on that new body piece would be relevant, and it'd still have an impact on player performance. But since the player has free allocation ability up to that 100 point mark, the player can allocate their base stats to fit their playstyle.

I've had a long day so I didn't really organize my thoughts on this into a full, well-organized post, so my apologies for that. Let me know what you think though.