Pros of Adding Passive Characteristics:
- Diverse Playstyles: Allowing players to specialize through stats like Faith, Agility, Intelligence, etc., can create a variety of builds. This could lead to more unique characters and more strategic decisions.
- For example, a tank focused on Strength could increase their damage resistance and aggro generation, while a support focused on Faith might have enhanced healing and buffing abilities.
- Team Synergy: In multiplayer, having players specialize in different stats would naturally create more synergy between characters. A party might have a tank that draws aggro, a DPS that does massive damage, and a healer or buffer who uses runes to keep the team alive. This kind of teamwork can encourage more tactical gameplay and a “raid-like” feel.
- Endgame Variety: It could open up a lot of fun experimentation at higher levels, allowing players to explore different builds and combinations of stats, leading to a deeper endgame meta.
- Replayability: If players can experiment with different stat combinations to fit their desired playstyle or the needs of the team, this would keep the game fresh and offer long-term replayability.
Potential Challenges and Balancing Concerns:
- Stat Bloat: If each stat offers very specific passive bonuses, there’s a risk of stat bloat — where stats become overly complex, and it becomes hard for players to understand or balance. For example, a character might focus too much on one stat and neglect others, leading to an imbalanced character that either underperforms or makes things too easy.
- Solution: Make sure each stat is balanced and has clear synergies without too much overlap. For example, don’t make Agility provide both attack speed and crit chance. Instead, maybe attack speed and crit chance are tied together, or crit chance only increases slightly with Agility. Keeping things simple helps avoid overwhelming players with choices.
- Overpowered Builds: There’s always a risk that some builds could become “meta” and overpower others. Players could min-max by focusing solely on one stat (e.g., Strength for DPS), making other stats feel less viable.
- Solution: Implement diminishing returns or scaling to prevent overstacking one stat. For instance, the more points you invest in Strength, the smaller the bonus it provides, pushing players to diversify and not just stack one stat. Also, consider situational balancing where different playstyles are effective in different scenarios (boss fights, PvP, dungeons, etc.).
- Risk of Unwanted Builds: As you mentioned, there could be concerns that players will create “weird and dumb builds,” leading to frustration in multiplayer. For example, a healer with maxed-out Strength might not have the healing output needed to keep the group alive.
- Solution: To counteract this, there could be requirements for specific roles (tank, healer, DPS) to function properly. For example, healing output could be heavily tied to Faith and runes, while Strength might give you a bit of damage reduction but won’t really affect healing unless the player intentionally focuses on a hybrid build.
- Scaling and Team Balance: The bigger challenge in multiplayer would be ensuring that the game is still fun with different team compositions. If a team is built around specific roles (tank, healer, DPS), you have to make sure that one role doesn’t become unnecessary or overpowered.
- Solution: Some roles should still be able to contribute outside their primary function. For example, even a healer can deal damage, but they should still be dependent on their primary stat (Faith) for healing and buffing. That way, they won’t be as powerful in pure combat but will still be useful in other areas.
How to Avoid Breaking the Game:
- Cap Stat Influence: Implement caps on how much passive benefit stats can provide, especially for the more impactful ones like Faith or Agility. That way, no one stat can make or break a build.
- Role-Based Synergies: While players should have room to experiment, make sure that the basic role mechanics are strong enough to prevent any “weird builds” from being effective. A healer focused on Agility, for example, could have great mobility and damage but little healing power, so they wouldn’t outshine a dedicated healer.
- Clear Roles in Multiplayer: Ensure that certain roles (like DPS, Tank, and Support) have clearly defined benefits, but make it clear to players that hybrid builds can be fun but will require more management and may not perform optimally in all situations.
- Testing and Feedback: Since multiplayer games can often lead to unexpected combinations, having a feedback system and actively testing with players can help identify potential imbalances early on.
Overall, I think you can achieve a balance where passive stat bonuses provide depth and variety without breaking the game. As long as there’s clear synergy between stats and role expectations, this could really add to the game’s multiplayer experience. Players would feel like they’re part of a team, with each role being valuable, and the fun would come from finding unique and efficient ways to combine the stats.
hope i could give some idea of developement
I used ai since my english is not my main language and wanted to be clear in my explanation but to be clear and so you could maybe laught about my english, here what i written my self before using ai :
Since the game is supossed to be playable in multiplayer, would it be possible to add some passive caracterisitc to every stat ? or would it broke the game.
I’ll explain my point of view : for now, every statistics only boost your damage depending on your current weapon stat.
Since the game will be playable in multuplayer, i was thinking that maybe, player will play the game with different kind of playstyle. Like a tank, a dps, a mage, a support.
So based on that, what if we add specific passive caracteristics to the stat like for exemple, someone want to be the healer of the group, he could play with a faith one handed masse and a faith shield. Of cours he would be able to deal damage to but we could think that he would focus on rune based for healing and renforcement, and stat himself with faith, and fait could have passive caracteristic based boost on boosting healing/renforcement. Same for agility, that could give more attack speed or crit chance, itteligence could boost dame of runes, strengh could boost physical damage.
im scared that he could borke the game cause people woold maybe create some weird and dumb build but at the same time i feel like for the multiplayer it could be fun to “specialise” and give more “raid” feeling fighting against boses etc.