you’re not dumb brother. I’m happy we’re having this conversation remember that!
Right thx for correction regarding freiheit (just checked to make sure)…anyways the point still stands.
Its not only a matter of Raw DPS. Its a matter of Opportunity Cost.
A Dagger has fast Attacks and Enemies have alot of Openings because the Attackspeed.
A slow 2hander without Facetanking has horrible DPS because the vulnerability Windows are less exploitable.
The circumstances that Equip Load is to Cheap is no advantage for 2handers, for them its a necessity. But for Dagger or Range users a cheap safety net.
sir taking more than 2 second to look you will see i show anothere creators content with the very clear @KpShamino at 45 seconds into the video.
I Don’t have a two hander (pure melee) build because they suck besides like 2.
This post is for discussion not trolling please stop.
Yes this and alot of other factor alot of people are not taking into account.
Maybe Equip Load can be deleted and Strength gives Equip Load. Every slow 2h Melee Weapon has/need Strength only or Strength mixed.
So Caster or Bows have no Access to Heavy Armor without invest in Strength.
1 Stat less but i think Equip Load (to Cheap) and Stamina are very weak implemented.
Equip load and stamina are most importand attributes imo…it will give you the ability to break barriers and open up some crazy builds if you decide to invest in them. Its always a bad idea to merge offense and defense into a singe attribute…and equip load is a def attribute at the end of the day, a very efficient one.
Equip Load is too efficient. In the current implementation you cant make it good for Melees and bad for Ranges. The weight from 2h Weapons alone make it “cheaper” for Range/Caster Classes.
The best possible outcome is a mixed Approach. Equip Load as Stat and Equip Load from Strength.
A 2h Berserker in “light” armor favors Strength alone
A 2h Tank Facetanking mix it
A Range/Caster favors Equip Load and ignores Strength
Stamina implementation is bad because in general you have no need of Stamina over a fixed amount. 3 Rolls and your Attakckombo, thats it. After that you walk away 3 seconds an regenerate it. And Stamain from Food or as fix Boost is to good. or Stamain from Attribute Points not good enough.
dunno brother, stamina is like money…the more the better.
I’m not a fan of the “nerf mentality.” A simple and effective solution would be to combine stamina and equipment load into a single stat, as many games do this for a reason.
Equipment load and stamina could scale a bit differently. I’d like to point out that most mages and ranged builds don’t use as much stamina as melee builds.
Then, adjust the armor to incentivize mages to prefer light armor.
A BIG BIG BIG point that most players miss is that heavy armor is highly valued because defense is heavily skewed towards armor.
There’s little downside to acquiring more armor, and there’s minimal benefit to using lighter armor.
The healthier approach is to incentivize players to use different types of armor, rather than just making everything worse. Continuously nerfing aspects of the game makes it feel bad
I disagree.
If I want to wear T3 plate, which weighs 250. I need to invest 25 points into equip load to have a normal load. (170 + 250 = 420, 420 * 0.6 = 252).
It’s that too many things reduce weight such as feathers and enchants. And rings adding to equip load as well. It makes it seem like equip load is trivial.
But higher tier gears have higher weights. Base T2 blacksmith armor weighs 150, T3 250. I’m sure T4 weighs more.
I’m gonna shamelessly link my post since it touches upon these issues and discussion is good:
But its not Cheap enough.
Point 17-18 gives 2 Stamina. That a big no.
Compared to 15 Stamina Food the Opportunity Cost from Food or Equip Bonus are whole Levels of Stat Points very fast.
Agreed, equipment load isn’t the problem; defense is. Armor has become the go-to for defense. If there were other defensive options, then this discussion about equipment load would be moot.
Resistance is negligible in the current state of the game, and HP doesn’t necessarily require heavy investment to be effective. There need to be more defensive options to make it so players don’t feel the need to use heavy armor.
Too many players are targeting the wrong issue. Nerfing equipment load is again another band-aid solution that doesn’t address the real problem.
In CRPGs lighter gear tends to have a higher Dodge value and heavier gear higher Armor values.
This is a soulslike ARPG so dodge wouldn’t really work.
The solution is to incentivize cloth by adding another ‘‘Value’’ to armor.
We need an incentive that works like this: Cloth > Leather > Mesh > Plate
I don’t care what it is.
Magic Resist is no option. 90% are infused weapons so
Cloth High Magic Resis and Plate High Phys Armor dont work.
Maybe the Bonsu stats on Magic Armor when enchanted are better =P
also they tend to have affixes that player who use that stlye of build wants
Currently the way the game is set up the only thing that makes armor differnet is the weight and the amount of armor. therfor if you can solve for weight then you would jut slot in more armor.
using your idea as the point if armors had reason lets say for a mage to want to get it like “spell damage” then it insentive them to want to not just stack armor. This is just a example but yeah
Right…i approached this kinds of games like this…to say equipload is too efficient or stamina not important is the same as to say one has too much money…those 2 attributes no matter the game are allways the real gems. They both combine offense and defense by their very nature, without touching anything else or tweek some numbers to absurd lvls…
Brother what if i tell you that instead of waiting 3 sec to regen, you can just dodge incoming blast and immediatly continue blasting for those 3 sec you would normaly regen…and then 3 sec more, and then some.
Stamina is the juice in your balls, its your life…without it no offense no defense period, thus the more the better (outside of minmaxing and caps ofc). But thats just how i played those games so nevemind me.
2 stamina can give you an extra roll or an extra swing, effectively saving your ass…its omnipotent power in games…the one thing you should whatch out is that your on the right treshold for that 2 stamina to give you an extra swing.
At threshold everything can be valueable. In general 2 Stamina per Point can be Equip Load from Heavy to normal. What is that point? You can discard Stamina and Chain Focus Attacks for 0 Stamina Proplayer^2.
The level cap is 30 but its current System has no room for more Levels. After 20 its more chasing the Right Enchants, fullfill your weapon Stats and push your Equip Load. Why invest in 2 Stamina when every minute a better Armor with better Stamina enchant can drop?
Thats another problem. I have no desire to spend my points. The points are a to fullfill my Equip requirements and less a build path.