Right now, the game locks you very early on into a playstyle/weapon rendering useless about 90 percent of weapons you find. This could be solved by merging some attributes and giving them a dual function, and therefore you would need less embers to respec.
Here’s how it would go:
- Keep only 4 attributes: Strength, Dexterity, Intelligence, Faith.
- All weapon base damage should scale either from Str or Dex (because hitting someone with a wand is still a dexterity move), and this will make all characters either Str based or Dex based (or a hybrid), and would allow them to use half of the weapons right from the get go.
- Equip Load scales off of Strength. Stamina from Dexterity. Focus from Intelligence. Vitality from Faith.
- Rune damage could scale off of any attribute depending on the rune (a flying kick needs dex, a burst of ice is int, a fiery sword could be faith, etc). This would make for interesting builds depending on the runes you want to use.
- Attacks from heavy weapons should cost the same stamina as a light one, so Str builds don’t need to invest that much in dex (or they could recover stamina from parry).
Advantages:
- This makes every player invest at least some points in every attribute, giving a not-so-uneven distribution. Right now we had all the eggs on one basket, one or two on health and that was it!
- It opens up the possibility of classes: Str + Faith would be a tank (paladin). Str + Int is a battlemage. Dex + Int is the classic Wizard. Dex + Faith could be a monk or a zealot warrior.
As a final note, I am curious to read what others would add to this system or how they would improve it!