Fast Jimmy wrote...
Catfish Shotgun wrote...
Well an obvious solution would be to make each attribute do more so that they're more universally useful and relevant to each class-type.
i don't think anyone would disagree with you on that. But, as always, the hard part is... how?
Well I suppose for example Magic could, along with magic resistance for everyone and spellpower for mages, additionally be linked to one's ability to utilize runes and wield rune weapons/armour- so say if one's magic is only high enough to effectively use a 2nd tier rune but they've got a 3rd tier frost rune on their weapon, their attack speed is slower, if on armour, their movement speed is slower. A flame rune on a weapon could do a small amount of self-inflicted damage on an attack and on armour each hit received taht isn't flame-based might doa dditional damage on the wearer? Idk. This is similar to how a mage in DA2 (Can't remember if this was the case in DA:O) needed a certain amount of magic to be able to wield a staff.
Of course, this might make runes seem less... attractive, especially if a player doesn't want to place precious attribute points in magic without being hindered by runes. Then why not then make runes more capable so that they're desirable enough that a warrior might trickle a little bit into magic for that 3rd tier rune they have sitting in their inventory?
Strength, as we know, takes a great part in physical damage inflicted, specifically for warriors, but again make it so that a certain amount of strength is required for certain higher tier weapons and apparel (Due to heaviness)? I mean obviously a rogue, having considerably lighter armour (Not enough dexterity to fit inside of a suit didn't really make sense lol), wouldn't need as many attributes in that section if they didn't want, but if they
really wanted to dual wield long swords then hey, it'd be an option as long if they had the skill and their strength was high enough. With mages, I wouldn't bother with most robes (although in DA2 there was the one with all those metal spikes and jazz on it which I suppose would be begging for at least a little bit of strength), but some tier 5 metal staff might be heavier than the tier 3 wooden one? Idk.
Additionally, it could also affect how far a rogue would be able to throw a grenade and how far an archer could draw back their bow-string, thus constituting somewhat for range and damage with a bow.
I think Strength gave physical resistance too, not sure.
Cunning, hit accuracy?, critical chance, ability to use certain skills to greater levels (Like trap making and herbalism and poison/grenade making and survival and coercion like in DA:O. I hope they bring these things back and implement them a bit better. It was nice.). Additionally it could make ability cool-downs faster (It would make more sense to put this in Willpower but it already controls stamina and mana, so that together with a faster cool down would be ridiculous. Putting it in cunning would provide additional incenstive to put points into cunning).
Dexterity, increased attack speed, increased % ability to dodge, % critical damage, weapon proficiency (Again like the trap making, surivival thing in DA:O where one needed it to unlock higher tier skills, although i suppose the skill-trees are going to be different and not just a row of unlock this to unlock this to unlock this (Similar to DA2 I guess)), etc. Ah, but how would this be useful for mages, you ask? Well, I don't know. Lol. Perhaps the levels of weapon proficiency (Year, remember that in DA:O?) is applicable to a mage's ability to use their staves physically as melee weapons should worst come to worst?
Will power and Constitution, well... Willpower applies to how much stamina/mana someone has, which of course is beneficial to everyone, especially mages if they want to be useful. Constitution is health, which you're probably only going to delve into if you're warrior, less so if you're a rogue and even
less if you're a mage. So perhaps mix the two up a little? Willpower could be made so that, if health reaches 0, there is a chance that they "hold on" for a little (Chance of this happening and duration of this "hold on" period would be determinged by willpower and the damage they're able to take while in this mode before ultimately dying would be determined by constitution). While in this mode, the person is practically immobilized, and another person in the party would need to either need to be nearby to give them a health potion of sorts or a mage could heal them before time runs out (3-15 seconds de[pending on Willpower? I love to micro-manage). While in this mode their threat level is pretty low, so it's unlikely for an enemy to attack them over someone else unless they're right next to the enemy and no one else is nearby or attacking said enemy. Given, the chances of this mode are considerably minute, but it's something, and of course there may be certian abilities that if used would dis-allow this from happening, such as a critical hit being the killing blow, or if they were frozen, or if they're on fire, or crushing prison or elsewise. This could also add a little bit to a fight should it happen, where your tank would then need to to the threat-yel thing while your rogue stealths over to your downed mage to apply a health poultice or chuck a health potion down their throat. Alternatively instead of a spell or potion, it could be made to be an injury kit instead, which I found kind of useless in the game otherwise. Except when revived from this mode with an injury kit (Unless it's an uber one), they still have an injury on them as if they were dead and then awoke after battle.
What I'm saying is, while each class would definitely have certain attributes that are associated with them and thus have definite benefits if pursued (Dexterity for Rogues, Strength for Warriors, Magic for Mages), their would also be more involved that would make the occasional dip into a different attributes a little more appealing, rather than dumping everything into strength and constitution as you outlined in your first post. Making the number requirements for everything universally smaller whilst making the attributes a little more scarcely given out might make them seem more valuable without screwing up the whole balance thing if you get me, and I also liked the suggestion of greater levels of attributes requiring more points for them increaese; Perhaps in incrememnts of +1 > 30, +2 > 50, and +3 onwards? (As in 1/1 points up to that attribute's 30 score = a single numerical increase in said attribute, 1/2 * 2 between 30 and 50 = an increase, 1/3 * 3 after 50 = an increase (That doesn't make sense, Jimmy explaine dit better lol))
But yeah. Just chucking ideas on the table.
Modifié par Catfish Shotgun, 13 janvier 2013 - 11:42 .