I think all this huge amount of stats could work well in games where there’s a chance of a miss, for example. You could have a better chance of hitting with a weapon if you pumped agility. Or if you could increase your jump power by pumping strength. Or cast faster runes by pumping up intelligence or faith.
That would be perfect, but the game lacks additional mechanics. You can’t start running faster by increasing agility, you can’t jump faster by increasing strength, you can’t cast magic faster by increasing intelligence or faith, etc.
it actually do work that way, there is different weapontypes with certain stat requirements and the weapons have different movesets and runespells so they are unique. the affixes can be crafted for the specific weapon to make it stronger and its okay if one weapon is not working for you. the point is to create new character, respec character to try and see how all works or watch videos online. that i think is the whole point in this type of game, to create new, explore and try stuff out to find out.
what i would add tough is rings with stat attributes so if weapon need 11 str and 15 int you could get 15 int from a ring so you dont have to invest 15 points for int if that is not what you want to do at the moment
Yeah plz don’t do that.
A chance to mis would convert the combat from animation driven to wow like combat. You can still miss in this game if you dont position your character corectly and misjudged the distanc.
but you also can’t miss if you’re shooting a bow, for example, and the target is selected in targeting, it’s not very realistic. Even up close, in real battles people missed hitting with swords, but here if you’re standing close to an enemy with a selected target, you’re guaranteed to hit him. It makes the game more primitive
it would make shooting with magic or bow just very
impractical if the enemies try to dodgeroll your attacks constantly. its like pvp all the time and combat would be very hard so there have to be moment when enemies just take the hit.
I never said anything about using bows up close, I meant swords. In this game you don’t miss hitting the enemy close up, but in real life people could miss.
And yes, even though conceptually a lot of things in the game are fantastic, the mechanics and physics themselves have to be realistic. Otherwise there would be no point in playing games. People like it when the world in a game is as mechanically-physically similar to our world.
In general it would be interesting to see how at least some of the mobs used dodge like the player does. Otherwise it’s kind of dumb that in this whole huge world only one character knows how to roll and dodge attacks
I’m not arguing that sometimes you miss, but it’s only 5% of the time. And that can be completely avoided if you understand the mechanics of shooting in this game
Yeah, by the way. Like, do wolves know how to jump? What else? Mobs with two daggers from the beginning of the game also know how to jump, dodge as far as I remember, yeah.
Returning to the main topic,
I acknowledge that while the stat system isn’t necessarily broken, it’s not without its flaws.
A stat reset could address some of the issues, yet I also agree with others who suggest that stats should be more impactful and streamlined.
It’s essential for players to understand the significance of investing in specific stats for clearer progression and decision-making.
its true that there could be some more enemytypes that would be harder to kill, not just tons of hp and damage but very fast. something like elites.
some enemies in Cerim Crucible are fun challenge if you dont outlevel them with op runeskills