I think there’s a compromise here. We could have strength-focused archery that focus on longbows and other heavy draw weight bows (relatively slower firing rate but devastating), and a dexterity-focused archery that uses compound bows (rapid firing, rain of arrows, etc.).
I think flexibility can be solved by reducing over reliance on specific attributes - e.g. through minimum requirements and scaling off of specific attributes only - and by rewarding to spread out points a little more (diminishing returns).
As long as stats have flavour and remain useful, there is reason to spread and to spice up your experience the way you like.
Also merging stats reduces the chance a stat becomes redundant (e.g. who needs more than the base stamina, when you can focus-spam or when you can solve your stamina easily through a couple enchants).
Sorry, perhaps I should have replied directly to this post instead of opening a new one earlier. Anyway, I’ve put forward some ideas on how the strength, dexterity, intelligence, and faith stats could impact the character and their gameplay style.
Here’s my idea:
i like this idea
what if…
weapons stay the same, strength scales requirement stays the same and your attrib points stay the same so we are not rooting the game.
BUT
Weapons receive "bonus " damage if you met their requirement?
To the point with the bow
If you invested in strength, the long bow is for you and the punches through pretty much anything
If Dex, short bow / hunting bow and you can fire like a machine gun
If Faith, healing arrow AOE or something
if intelligence, regular firing, regular damage elemental arrow
nice post Patren95 - solid thoughts and suggestions
Yes, I touched some of that ideas here, but I also can’t deny that my suggestion still needs some work.
Also, 1 thing I want to focus on. What is “class” to you guys?
For some, it’s the stats that defines the characters, for some, it’s the weapons and attire of the characters.
For me personally, it’s the play style of the characters. No secret that I’ve been feeling the current system feels like an illusion rather than true classless system. A broken one at that. For example, 42 DEX could be translated to great at short range battle with dagger and katana, middle range battle with lance, and long range battle with bow. For me, that just felt wrong.
So I proposed this suggestion. Yes, it’s still full of flaws and need improvement, but with that, i think true classless is possible.
Say you want an STR mage, with focus on melee battle and enchantment, you can raise your STR stats to raise your melee damage and INT stats so you can cast necessary spell. What class is this is for you to define, but I think this is could be the way to head towards true classless.
For me it is: a descriptor that is immediately associated with a visualization of skillset, armor, weapons and roleplay fantasy.
If someone says: ‘‘I want to play as a Druid’’. Most people instantly know what that person means. It’s a collection of multiple items that most people will agree on with some variance:
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Nature themed abilities
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No metal gear
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High Wisdom
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A staff
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A wood elf
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Special interactions with animals
hmmm…
i think it is all of the ideas you mentioned for me. The playstyle , the look, the abilities, the gear.
Barbs and druids tend to be more tanky, melee combat and slower fighting versus the rogue class who is a glass cannon. The Sorc tends to a ranged character using magic and distance as their ‘armor’
I like the idea of your classless character.
for me that description would be a battle mage
meaning someone who has some magic abilities but mostly wants to beat the crap out of an enemy in melee style combat.
maybe AOE magic WHILE beating the crap out of someone or for healing because when it is time to take care of business, it is close combat