I generally like the combat in the game, I haven’t experienced that I don’t like something. But I still don’t understand why I, for example, as a player who likes to use daggers, need to pump intelligence + dexterity. Just for the sake of being able to use these daggers? But then if I want to use daggers that are scaled only from dexterity, I will lose those points that invested in intelligence for nothing. My character will be weaker
I think the current Crucible is just the beginning, there’s also a bunch of other levels that will be available to us in the future. So I’m not worried about it
To get this discussion back on topic (hopefully). The aim/dodge discussion is interesting but imo should be continued in another thread.
regarding replayability: That is certainly a good point. But str/dex/int/fth are not the only attributes a character has, and the build heavily depends on the gear so i think the current stat system doesnt really increase replayablitly, the gear does.
regarding character identity: i think the current system doesnt really encourage diversity in character builds. Yes, we can boost different offensive stats, but all they do is boost our dmg output in the exakt same way, only on different weapons. if theoretically i could put fireball on a hammer (i’m assuming its allowed and the hammer scales with strength) a full strength character would do the exact same dmg with the skill as a full int ‘mage’ does. all 4 attributes scale up weapon dmg output, which then scales up runes/gems/enchant dmg.
So if the attributes do the same thing they should be the same thing, especially since ‘gatekeeping’ weapons behind different stats seems to be an issue (from reading different threads/twitter/etc.)
I think we could maybe have a bigger overhaul of the scaling system (seperating magical dmg from physical dmg scaling or something). but apart from that, i think str/dex/int/fai stats do not fit into nrftw.
Some of them are evolved species and can parry, albeit it in a static stance
Love the idea of more reactivity from AI with regards to combat.
Also I disagree with most of what is said in these types of topics. But I’ll leave it at that.
I think that if you increase strength, you should increase the physical damage of weapons, if you increase dexterity, you should reduce the cost of using stamina or at least your movement speed must be increased. Intelligence, for example, should increase damage from rune attacks, and faith, for example, should speed up the use of these rune attacks.
In that case, all weapons in NRFTW should not require any attributes. That would be ideal, wouldn’t it?
I have 2 topics on this matter and here is what they boil down to:
- match weapon visuals to the scaling stats. There should be Intelligence/Dexterity scaling daggers, but make it apparent in the visuals, name, description and runes (magic attack rune). There are players that might wanna play as a magical assassin. Should be enough weapons for everyone, ones we get more weapons this should become less of an issue. Most builds fall down into 10 archetypes and some people have different interpretations of it. Some think of a Druid as pure Faith others Strength/Faith and someone else might think Faith/Intelligence. Respeccing partially solves this issue.
that’s the issue here. the attribute system and weapon requirements feel weird and unintuitive. the devs probably just had a lot of funny ideas for hybrid weapons they feel are cool and niche but to the player it just comes off as being gatekept of 50% of weapons they find.
I’m just saying, intelligence does nothing for me as a player who likes to use dexterity and daggers. If at least this intelligence would increase the damage from rune attacks, then it would make sense, in pumping intelligence
yea. i think attributes should do something for a specific playstyle. not a specific weapon.
I think whatever the stat system they always have a pitfall somewhere.
In most games x, y stat have soft / hard cap and you dump everything in one or 2 other stats.
This may be a fare call but for once I would like to see a system where every stat does something diferent but you dont get to put points in them they change based on the way you play.
If you use light weapon and evad a lot you get point in dexterity if you block and use heavy weapon you get point in strength, if you use magic you get point in intelligence or wisdo, and so one.
So the stats adapt to the way you play and you get bonuses from them.
And then you have gear that require some stats like if you want heavy armor you need strength but because you have strength that havy armor does not slow you down.
i think that’s better than just “oh, wanna use this weapon? go respec then”
i wanna be the same type of fighter the whole way through. but every single polearm has a different stat requirement. i can’t play the way i want with the build i am trying to craft.
It’s a cool idea, but hard to implement in a game like this. You’d have to change the concept, you’d even have to change the enemies
way more than 50%, more like 80% if we are being honest.
My first idea was to build something like a melee enchanter-warrior hybrid, so i lvl’d up strength, intelligence and focus for my dmg and some hp+equip weight to be suitable for meelee.
But i didn’t liek the weapons that were dropped scaling with str+int for my build. Azure blade worked ok with the scaling being correct and the weapon rune being an enchantment, but i didn’t like the moveset. And all other weapons that looked interesting either scaled with fai and dex (sometimes kidna random) or scaled purely on str. i could wield those, butwhen i did i wasted a huge amount of my stats because int didnt do anything. and respeccing to go full str also does not solve that problem for me because full str build would go against my envisioned fantasy.
yea i think there needs to be a clear system that always works the same like
whenever you hit, str increases the damage
whenever you stab, shoot, dex increases the damage
whenever you cast, int increases the damage
whenever your weapon deals elemental damage faith increases the damage
so you know from the beginning what you are going to do and what you wanna go for and weapons wont block you, they will just play into it more or less depending on runes and attack animations.
That is very similiar to my idea to be honest. its cramming all weapon scaling in a single stat (well, 2 in your case) and then on top decoupling non-physical dmg from weapon scaling and adding new attributes that scale with them.
I like this alot. though i am not sure if the seperation of hitting/stabbing is necessary and clear in many cases:
- many swords can do both hit and stab dmg. (even the claymore has a stabbing move in its combo)
- what about whips ?(they are in developement apparently) my instinct says ‘dex-weapon’ but it is a hit-weapon
- do the spikes on a morning-star imply stab dmg? so dex scaling?
Another option that I believe could be easily implemented within the current game framework is to remove stat requirements from weapons, allowing players to equip and try them freely. However, retaining stat affiliations while ensuring that weapons with multiple stats increase damage equally regardless of the player’s distribution of those stats.
This would provide a more flexible and balanced approach.
For example, if a weapon has both strength and dexterity requirements, the damage bonus would be consistent regardless of whether the player has 20 points in strength, 20 points in dexterity, or a combination such as 10 points in each.
the dex, str question is really important for player fantasy i think and also “immersion”
strength doesnt make you better at stabbing people in the guts but when you have a giant sword then you probably need that strength to even stab with it effectively
but in any case it needs to be simplyfied and easy to understand and not randomly change with every other weapon that looks and plays almost exactly the same
yea i think that would be the easiest solution right now without having to change much about the game. just remove the gatekeeping.
I also think it fit the fantasy somehow even 2h weapon that require dex have style and animation that fit an agile character. Or sword that require int or faith look like magic blades.
So to efectively use those weapon you can increase either stats.