katish
03-03-2014, 11:13 AM
Introduction
We get a lot of threads complaining about how one class is OP when compared to the others from time to time, as the game dynamics change so does the class balance.
Each class has a "main" category stat that benefits them the most in terms of damage while also helping the class' main attribute. In short, there's no reason for a class to allocate stat points into other categories besides the main one as the benefits do not compensate the losses. Exception here may be rogues due to their incredible damage they are are confortobale with putting points into other stats and still ve competitive.
Warrior - strenght, provides damage, dmg bonus and health
Rogue - dexterity, provides damage, dmg bonus and crit/dodge
Sorcerer - inteligence, provides damage, dmg bonus and mana
Proposition
I propose STS changes how base stats work, so there are 3 categories:
- Inteligence: damage and mana
- Dexterity: dodge, crit, bonus damage
- Strenght: health and armor
Each class would have the same starting point and each class would have the same benefit from every point added to either of above categories.
Reasoning
If a sorcerer/rogue decides to put all their stat points in str (same amount as if a warrior put all his stat points in str), they'd end up with maximum health and armor, but the skills would do no damage and they'd run out of mana quickly. On the other hand, if a warrior decides to put all his stat points in int, they'd have high damage and mana but be as squishy as mages are nowadays.
So each class would have to make a choice when allocating stat points, to either favor one aspect over the other or build a balanced toon. This would favor build diversity and encourage the use of gear that's nowadays considered 'trash pinks', while at the same time allowing for devs to expand on mythics for each class. There would be no more 'undesirable' gear stat category.
How would it work?
So, with this set up, 2 toons that have the same base stat allocation would have the exact same stats on inspect screen. Assuming no equipment, the only difference in damage output and survivability would come from the skill set that's available for each class and skill's mechanics and characteristics of each class.
For example, rogue and mage both have same build, which translates into the exact same numbers on inspect screen. Rogue's aimed shot has a characteristic of reducing armor and stacking crit, which means they have an actual damage output single target higher than the mage's fireball skill, which has a characteristic of area of effect and damage over time. Like so, warrior's skills have a characteristic of disorienting and making the opponent feeble which is meant to increase their survivability.
Wrapping up!
This is a big change, but in the end I believe this would bring in diversity and a nice dynamics to the gameplay. I am sure there's some big flaw in all my assumptions that I'm failing to see, so please feel free to point it out so we can discuss and improve, or even reject this entirely.
We get a lot of threads complaining about how one class is OP when compared to the others from time to time, as the game dynamics change so does the class balance.
Each class has a "main" category stat that benefits them the most in terms of damage while also helping the class' main attribute. In short, there's no reason for a class to allocate stat points into other categories besides the main one as the benefits do not compensate the losses. Exception here may be rogues due to their incredible damage they are are confortobale with putting points into other stats and still ve competitive.
Warrior - strenght, provides damage, dmg bonus and health
Rogue - dexterity, provides damage, dmg bonus and crit/dodge
Sorcerer - inteligence, provides damage, dmg bonus and mana
Proposition
I propose STS changes how base stats work, so there are 3 categories:
- Inteligence: damage and mana
- Dexterity: dodge, crit, bonus damage
- Strenght: health and armor
Each class would have the same starting point and each class would have the same benefit from every point added to either of above categories.
Reasoning
If a sorcerer/rogue decides to put all their stat points in str (same amount as if a warrior put all his stat points in str), they'd end up with maximum health and armor, but the skills would do no damage and they'd run out of mana quickly. On the other hand, if a warrior decides to put all his stat points in int, they'd have high damage and mana but be as squishy as mages are nowadays.
So each class would have to make a choice when allocating stat points, to either favor one aspect over the other or build a balanced toon. This would favor build diversity and encourage the use of gear that's nowadays considered 'trash pinks', while at the same time allowing for devs to expand on mythics for each class. There would be no more 'undesirable' gear stat category.
How would it work?
So, with this set up, 2 toons that have the same base stat allocation would have the exact same stats on inspect screen. Assuming no equipment, the only difference in damage output and survivability would come from the skill set that's available for each class and skill's mechanics and characteristics of each class.
For example, rogue and mage both have same build, which translates into the exact same numbers on inspect screen. Rogue's aimed shot has a characteristic of reducing armor and stacking crit, which means they have an actual damage output single target higher than the mage's fireball skill, which has a characteristic of area of effect and damage over time. Like so, warrior's skills have a characteristic of disorienting and making the opponent feeble which is meant to increase their survivability.
Wrapping up!
This is a big change, but in the end I believe this would bring in diversity and a nice dynamics to the gameplay. I am sure there's some big flaw in all my assumptions that I'm failing to see, so please feel free to point it out so we can discuss and improve, or even reject this entirely.