Detailed Feedback After 40 Hours

I am new to this genre, but the whole stats system feels off to me. For example, I have a STR sword and focusing on that stats. Naturally, I have minimal DEX, INT, and FTH. I can understand that my sword attack are slow but powerful, I also have minimal magic affinity and whatever FTH supposed to represent. The problem is:

if I decide to switch to other weapon (sword or no sword) and the requirement/scaling is not STR, then the STR is basically wasted. It’s not used anywhere else afaik. HP are from HP, HP regen are from enchantment, and melee attacks scale from weapon’s scaling stats. It discourages people to switch weapons / class and make TONS of great weapons unusable (albeit it can be transferred to other realms).

My suggestion is to back to the basic RPG formula, where all stats matters and have their own role shaping the character. This is just my example:

  • STR scales with physical melee attacks. It doesn’t matter where it comes from, sword, dagger, staff, club, katana, or even smacking with your bow. Also scales with melee rune attacks…
  • DEX scales with physical ranged attacks. Bow, knife throw, crossbow, throwing lance, etc. Probably with other bonuses like evasion, extra backstab damage, or attack speed. Also scales with ranged rune attacks.
  • INT is from magical rune abilities. Fireball, ice ball, thunder strike, etc.
  • FTH is where I’m not sure. it could be used for buff / debuffs like heals, attack buff, poison, etc. But it could also be used to scale with armor (since you have to have faith in your armor when defending, I guess). Higher FTH scales with higher armor efficiency.

With this changes (and nothing else), the class will resolve itself. Well, probably have to tweak weapon requirement a bit.

If I want to be a sword main, I would put most of my stats to STR, my melee and rune melee attack would be strong, but if I equip ranged or magical weapon, the abilities wouldn’t be as strong.

If I build assassin character with dagger, the base damage of dagger should be lower than a heavy sword, but the stats would still be to STR. The movement would be faster than above, but with less damage. And I can allocate some of the stats to DEX so I can have bigger backstab damage with options for ranged combat (since the game has no evasion, some of assassin’s skill can’t be implemented).

I know this suggestion is huge and has it flaws too. But I still think the current stats system is way off and does not align with dev’s vision of giving players freedom to explore the world and its “soft class systems”.

edit: I’m not suggesting the stats requirement for the weapon to be removed, but I’m suggesting for the damage scaling aspects of said weapons. The requirement could still be used. For example certain sword requires certain amount of STR while certain dagger requires certain amount of STR and DEX (while the melee attack itself scales with STR)

edit: formatting