Make Str, Dex, Int & Fai have additional effects

At the moment the Str, Dex, Int & Fai stat are pretty much the same. We just need to spend certain number of points into them to use certain weapons. We could have just one damage stat to serve the same purpose and use any weapon we want.

It would be great if these stats provided some other utility so it would still be important for certain builds to spend points into stats that are not needed for a weapon they are using.

It could be something like that:

Str - Damage stat, increase poise by %, increase armor by %, reduce damage taken by XX per point after armor reduction, take 0.5% less damage from debuffs and status effects per point, gain 0.15% resistance to all elements per point, reduce equipment weight by 0.3% per point

Dex - Damage stat, increase move/run speed by %, increase melee swing/bow shooting speed by %, increase rune casting speed by %, add 0.3% chance to deal double damage per point, get up faster after being staggered/knocked out by %, reduce fall damage by %

Int - Damage stat, increase focus gain by %, reduce rune focus cost by %, increase damage of cold & plague element by %, increase cold & plague status efficiency by %, gain 0.1% resistance to cold & plague element per point, increase efficiency of life steal effect by %,

Faith - Damage stat, increase healing power by % (both for casting healing on yourself and others + healing yourself more with food), extend buff duration by %, decrease debuff duration on yourself by %, increase damage of heat/fire & lightning element by %, increase heat/fire & lightning status efficiency by %, gain 0.1% resistance to heat/fire & lightning element per point, add 0.2% chance to survive a fatal blow with 1hp

The values would need to be balanced around the max level. It is just an example.

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Yep I agree with this! It would make levelling up a more calculated decision but at the same time allow the other attributes to actually play a role in your build if you spend a few points on them.
In it’s current state spending skill points is pretty much, dump as many points in your chosen weapons attribute as possible but throw in some Health and Equip Load for good measure and that’s going to get stale pretty fast!
Hope the Devs take notice and think about improving Attributes at least somehow

You wouldn’t necessarily have to splash stats to min-max, the extra stats could be be there purely to make the various main stat builds feel more different which to me is the root issue. A strength build doesn’t feel meaningfully different from a dex/faith build to me and int builds only really differ due to staves having unique runes.

An alternative would be to flesh out the runes a lot more - tie them to 1-2 specific attributes with different scaling, etc. But I’d like to see more stuff to create more meaningful differences between main stat builds.

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As someone who is on the fence with this whenever it comes up, complexitity isn’t usually a negative for ARPGs. Many love the number crunching.

Ultimately it comes down to what Moon has a vision for then. Do they want the game to be approachable by many? Ideally they have a selection in mind because a game for anyone is a game for no one.

Edit: I also think Enchants will provide greater class/fantasy expression. Thomas has already expressed interest in it, too!

not at all
I took two daggers and am leveling up my dex - I associate myself with a rogue.
I don’t need any indication of the archetype.
Up your faith - you will be a palladin (in your head) for exempale

But I agree that the stats need more weight than just a bonus to damage.

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The idea to add these secondary effects as feats gained by drinking plague ichor is a good idea.

But I still feel like something needs to be done about the 4 stats. Might as well merge them all into 1 damage stat and let us use all weapons we want to. What’s the point of restricting weapons based on stats that give you nothing special?

Sure, there’s a certain fantasy connected just to the name of the stat but you can go int and pick up a dagger and basically be mechanically identical to going dex. That’s where the illusion breaks down for me.

Yeah, I’m not particularly picky which route the devs go with as long as they address that complaint

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If I want make super speed mage, I will up dex. But I don’t need bow stack speed on it.
So I want to tell, we need more bonuses for stats, but without class mechanics

Agree :100:. Every other RPG is like this and this is missing that. They just feel empty.

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