Level Up changes

I will try to be direct.
The level up only benefits the base stats (health stamina and carry capacity). Why? Since all of them increase more your damage than actually going for the damage stats.
Health is the main problem here. If you got 15 points to use, and you are level one, you should put all 15 in health. If you are level 11, put like 4 on stamina, 4 on carry capacity and 7 on health. Level 22? All in health.
The reason for this is that while health scales incredibly well, the damage you gain from putting points in dex for example is not worth it. Having a high enough health will make you be able to face tank the boss and have more time to atk. So while someone that used their points in dex got a 15 on damage per hit. You got like 11 or 10. But you atked 4 times while they atked only once. Since you don’t need to fear being hit. Just tank until you are kinda low, run and heal.
I suggest one of two things. Try rebalancing the system increasing the damage charts overall, cause since all the stats are so tiny (like having only 3 damage on a item). I dont recommend this since it will lead to a lot of work.
So the second recomendation is. Try buffing it for the first few levels then nerfing it like level 20 or something, and if you find it necessary, increase the damage from enemies and the overall health of the player.
Sorry about the long message and the poor english, i didint even talk how broken i think this system is with the heal on hit tank build (i only died to fall damage the entire game and i was not even dodging). Hugs from Brazil

I hardly put any points into health at all. Most of my characters clearing the crucible have like 10-13 in health. The sirloin meal bonus basically gives double hp and it seems to be enough for me to survive the current content in the game. So most of my points go into focus so I can CC spam the boss. I suppose it just depends on playstyle.

Yeah, like i said, the base stats are way better than the int, dex, faith and str. Since you can cc spam the boss with focus, or become imortal with health

On my second playthrough after Update 1 with a new character.

Things feel better, especially cuz I know the mechanics and attack patterns better than when I first started.

Leveling system still feels really tedious or bad when its stat allocation tied directly to weapons.

AND you’re punished for allocating stats towards a weapon like Bloody Sword (scaling w/ STR), but then you need INT for the Chronus which is also a single handed sword.

Either:

  • free reset of allocations
  • be more gracious with the amount of points to allocate(?).
  • lower the prerequisite allocation for weapons.
  • All of the Above

IDK I know breaking the game is concerning but making it flexible is kind of important imho.

BTW, I haven’t even allocated ANY points to my character because I don’t want to have a bad build cuz it seems way too punishing to allocate points and waste points on certain stats.

The player level and status system does not work very well and even gets in the way of the playing experience.
If it cannot be adjusted well, it should be eliminated.

IDK about getting rid of it because what would scaling depend on, weapons? What if you choose to not want that weapon after all and “sell” it and then you’re stuck without anything to go against strong opponents that level with the character.

Other games have done it decently, and they had points put into certain stats every level up. For a game like this, I think they should automatically put a point in stamina and weight load cuz mobility and attack frequency greatly impact gameplay. AND THEN give us three (plus) points to put into a stat of our choosing.

If they want heavy armor and weapons to try to remain in the heavy class as much as possible, then increase the weight of those equipments, but some of the equipment weight is unreasonable, a whole Reckless Tallbearer set automatically puts me into Encumbered state without any points allocated into Weight Load, I had to add three points to at least be mobile into the Heavy weight class which seems unreasonable.

The key for those is to get reduce-weight enchantments/imbues on the chest & leg armor pieces and rings that increase your weight load by a percentage.

I have a mix of armor (plate for chest and legs) and I’m in the light class. Have to sacrifice in other places, but it’s nice to dodge attacks and take a hit.

I really like that the player can manage their weight load and stamina to play different styles - one of the best parts of the game in my opinion.

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Definitely true and agreed. But just using the Reckless Tallbearer equipment example, it doesn’t look like super heavyweight armor, yet it caused me to be encumbered, not even a heavyweight classification.

I definitely like the styles of light, med, heavy classes but for a Tallbearer armor set, not even including the weapon to put me into Encumbered seems overboard. Like if they are going to do that kind of prerequisite, to help cushion the impact is automatically allotting 1 point into Weight load every level up without counting it towards the player’s points.

I think I’m implying that to have to wear rings or enchantments seems unreasonable for “some” armor sets. Some definitely, but one that looks like medium class to have them encumber and needing to use other resources to lower the weight when you could use for other enchants or things restricts a good (bad) amount of freedom.

Either that or balance the weight out between the items themselves would actually suffice more.

So you would like to get an extra point each level that automatically goes into a player’s equipment load. But if that’s the case, why not give the player 4 points and let them choose where to put it? This would increase the player’s ability to create the hero they want. But of course, it’s the same exact place they’re in now only with 1 more point (which would have to be rebalanced elsewhere).

Your suggestion unquestionably would worsen the game for my enjoyment - but I also typically stash several points before using them (typically had 3-6 available levelling up) so I can spend them when I found the need. I could only see your idea making sense if there was an issue that so many players were pigeonholing themselves away from equipment load that it was making the game worse for the majority of players due to their own choices.

But that’s something that’s easily fixed with leveling up and/or the introduction of a way to reset some/all stat points.

Im now doing that with my second play through instead of investing them immediately like I did the first time. lol

Yeah definitely more than reasonable take. After thinking about it more, I think instead of fretting about the (amount of) allocation of points instead to balance out the weight class for all armor types.

Btw last night I used the feather augment to lower the weight of my set and I was still well into heavyweight class. But I do foresee that there will be a higher level of feather augment in an update to come so I am starting to think it isn’t going to be an issue in the near future.

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You need the enchanted rings! (I may have just gotten lucky with 2 that increase my equipment load by 19% and 24% respectively)

There’s also enchantments for both reduced weight of that item, and the even better increased carry weight.