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Looking for input for Attribute Mod


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#1
Midgetface

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Hey, I've been doing this mod:

http://social.biowar...omments#details

My goal is pretty simple: balance out attributes and their applications. I'm still getting a grip of C++, so the process is harder than I would like it to, but it's coming on.

On the next delivery, I was planning to make a couple of changes that I deemed necessary (fixing a few bugs, making Lyrium pots scale off Willpower, Cunning affecting the effect of crits -and more so for 2H-wielders)... 

But I started thinking I may be running to the overpowered point.

I would like to sever the dependence of Willpower from Warriors and Rogues - possibly making CUN lower the cost of all abilities by a percentage - but how necessary is that?

So, I would like to know - what would be needed to balance every attribute?

I personally believe that NOT every attribute should be needed for each character - having some throwaway stats makes it much simpler to distribute equipment... secondary stats add variety and decisions, but it shouldn't be spread too thin.

However, I do think each attribute should have an use.

With that in mind, here's my ideal distribution of benefits:

Strength - Should increase damage, hit moderately, and some defensive capability (phys resistance). Should be VITAL for Melee Warriors, SECONDARY for Tank Warriors, USEFUL for Melee Rogues, THROWAWAY for Mages and Archers.

Dexterity - Should increase hit, damage moderately, and some defensive capability (much more moderate dodge). Should be VITAL for Archers, SECONDARY for Melee Rogues, USEFUL for Warriors, THROWAWAY for Mages. You can see this stat is not as throwaway as Strength, but that's because it caters a more select few as a main stat.

Willpower - Should increase mana/stamina pools, have a lot of defensive capability against everything (mental/elemental resistance), increase shield effectiveness, and reduce upkeep costs. Should be VITAL for Mages, SECONDARY for Tank Warriors, THROWAWAY for everyone else. This stat is very passive, so it should always seem as the weakest one. That's why I think it would be best if it was useful for Tanks and some Casters (mostly controllers and healers), as it's all passive and defensive - except for the ability to chuck out more utility skills as Taunt or Heals. A Blood Mage wouldn't enjoy the benefit of lower upkeeps by forgoing Willpower, in exchange of higher health pools.

Magic - Should increase spell damage, and have some defensive capability (elemental resistance). Should be VITAL for Mages, THROWAWAY for everybody else. It doesn't make sense otherway. It lowers the theorical necessity for the stat to make just one class need it, but then again, it's the most important class - and one that you probably have many of in your group. Consider Mages would have two vital statistics, which means they need to do a lot more investment.

Cunning - Ah, the extra stat - this one is a toughie. It sets some requirements for skills, but other than that, no character really wants to stack this unless there's a talent telling them to do so. Making it desirable should be complicated - especially because one would think Mages and the other classes should need this class equally, which in practice is not really easy to do. I would personally have Cunning: primarily increase crit damage modifier (more benefit for 2H wielders), increase casting/attack speeds (unviable with the current toolset), and reduce the chance to be critically hit, plus some mental resistance. This would cement it as a stat made for the frontline Melee fighter that you don't want easily dead. Melee Warriors would put most points into Str (I will see about changing the requirements for their DW skills), some into Dex, and then toss some into Cun. Rogues would put a lot into Cun, some into Dex. That would seem like a fair deal. 

Constitution - The game as it is doesn't want you to dip into this. Most games would like you to give your characters a healthy dose of, well, health - but DA makes it unnecessary and impractical. I think, for terms of balance, it should add more health per point for WARRIORS ONLY, and it should affect dodge and defense as well. I like my deal with making it reduce fatigue's penalty - seems nice that Blood Mages get a new defining feature in being able to afford using weightier armor -- though it really overpowers AW/BM. Nevertheless, that build, to me, has problems that have to do with their abilities and capabilities to sustain many sustainables. In any case, should be VITAL for Tanks and SECONDARY for Blood Mages.


Do you think this would be balanced? What would you do?


#2
Lotion Soronarr

Lotion Soronarr
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I want ot make a complete rebalance too.



you have an interesting idea. I started a Group Discussion regarding rebalancing. Like to hear your ideas (and anyone elses) too.



http://social.bioware.com/group/692/


#3
Lotion Soronarr

Lotion Soronarr
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HAving read your proposals again, I have to say that you're on to something.



I really wasn't planning on going so far as to whipping out C++, but it depends on teh changes. MEthinks most changes can be made by some .2da editing and the toolset...hopefully.





that said, Archers having no use of STR is a bit redicolous. Ever tried shooting a longbow? You need to have some muscle. Not the same ammout you'd need if you're running around with a big sword in full plate, but still. Dexterity would be important for archer accuracy and criticals, strength for range increase and damage boost.



I have to think about this a bit more....