Davoguha
Stone
- Joined
- Dec 28, 2013
Hello everyone.
Let me start by first noting that I am curious is this has been considered before, and what decision was made and why. (Being rather new to this server, I am unsure)
Anyways, my idea is to re-structure the diminishing returns on the Allocation point system, to allow for more stat points overall to be distributed. Right now, the diminishing returns is scaled such that every 10th point costs 4 more allocation points (10=4,20=8,30=12,40=16, etc) I would propose to reduce the scaling possibly as far as half of that, 10/2. or perhaps 10/3 (As I am aware a large change in points could potentially require a lot of rescaling)
I suggest this because I hold a firm belief that a greater distribution of stat points will result in a wider variety of customization for classes.
If this idea were to be implemented, there are a handful of areas where additional scaling may need to be changed. Personally, I like to keep things simple, as any unbalances wont truly be noticed until things are implemented. As such, I would make the following suggestions.
ASSUMING We go from a 10/4 scale to a 10/2 scale, I would encourage the following adjustments:
Additional Damage/effect/timing granted from Attributes pertaining to skills, reduce by approx. 33%
Reduce the gain from endurance to 0.5 (this also "cleans" up the armor system, by getting rid of the "extra" .25s and .75s)
Reduce speed increase from agility to .25 per point
Increase Health Gain from Const. to 10 points per point and magic resistance to .5 per point (Personally I find const. to be virtually useless as it is currently set anyway.)
Increase mana gain from intellect to 10 (same boat as const, aside from skill damage, int is almost pointless)
Wisdom can stay the same (increase in points available makes investing a reasonable amount into regen feasible)
Scale back the damage gain from Strength for melee and Agility for bows by approx 33%
Overall, these changes would create stronger characters across the board, however I believe it does so in a manner that would maintain the balance of the game.
A few possibilities I feel these changes would create
Anti-Caster tanks
More possibilities for kiting classes as well as more potential for anti-kite builds
Encourages boosting points across the board in all classes, as some of the less useful atts get a slight boost and more distribution is possible.
Encourages use of healing and support classes, as they're builds as of now typically require choosing between pure healer/support or pure offense, balanced builds currently seem to do very poorly.
Running short on time to make this post, I will edit in more notes at a later point and time, and I will also make a pro/con list based on what comments this idea receives.
Thank you,
Davoguha
Let me start by first noting that I am curious is this has been considered before, and what decision was made and why. (Being rather new to this server, I am unsure)
Anyways, my idea is to re-structure the diminishing returns on the Allocation point system, to allow for more stat points overall to be distributed. Right now, the diminishing returns is scaled such that every 10th point costs 4 more allocation points (10=4,20=8,30=12,40=16, etc) I would propose to reduce the scaling possibly as far as half of that, 10/2. or perhaps 10/3 (As I am aware a large change in points could potentially require a lot of rescaling)
I suggest this because I hold a firm belief that a greater distribution of stat points will result in a wider variety of customization for classes.
If this idea were to be implemented, there are a handful of areas where additional scaling may need to be changed. Personally, I like to keep things simple, as any unbalances wont truly be noticed until things are implemented. As such, I would make the following suggestions.
ASSUMING We go from a 10/4 scale to a 10/2 scale, I would encourage the following adjustments:
Additional Damage/effect/timing granted from Attributes pertaining to skills, reduce by approx. 33%
Reduce the gain from endurance to 0.5 (this also "cleans" up the armor system, by getting rid of the "extra" .25s and .75s)
Reduce speed increase from agility to .25 per point
Increase Health Gain from Const. to 10 points per point and magic resistance to .5 per point (Personally I find const. to be virtually useless as it is currently set anyway.)
Increase mana gain from intellect to 10 (same boat as const, aside from skill damage, int is almost pointless)
Wisdom can stay the same (increase in points available makes investing a reasonable amount into regen feasible)
Scale back the damage gain from Strength for melee and Agility for bows by approx 33%
Overall, these changes would create stronger characters across the board, however I believe it does so in a manner that would maintain the balance of the game.
A few possibilities I feel these changes would create
Anti-Caster tanks
More possibilities for kiting classes as well as more potential for anti-kite builds
Encourages boosting points across the board in all classes, as some of the less useful atts get a slight boost and more distribution is possible.
Encourages use of healing and support classes, as they're builds as of now typically require choosing between pure healer/support or pure offense, balanced builds currently seem to do very poorly.
Running short on time to make this post, I will edit in more notes at a later point and time, and I will also make a pro/con list based on what comments this idea receives.
Thank you,
Davoguha