What main stat you choose feels inconsequential. The way it works now a full strength build can go around shooting magic at enemies and a full int build can just walk around swinging a great sword and there is no difference other than you can find more weapons that go with your stat. While the goal is build diversity, it really feels like every build is the same, as in there is no intrinsic difference between characters, currently it is all just is how you load out the character.
I propose removing the weapon stat scaling and requirement systems changing the 4 main stats to passive bonuses, something like this:
- Strength - Physical Damage
- Dexterity - Attack or Movement Speed
- Intelligence - Magic Damage
- Faith - Focus Cost Reduction
The scaling should have diminishing returns, as to balance hybrid builds. However, in my opinion, a full strength build should have 10% - 15% greater physical damage than a battle mage that uses both physical and magic damage. Some of the split stat penalty could also be addressed with combo effects, such as hitting an enemy with a cold skill and following up with a physical attack could deal increased damage.
I also feel this change would eliminate some of the current RNG pain felt when finding weapons during a play through. Currently if you find a good weapon, but doesn’t have the main stat scaling you are using, it is pretty much worthless. However, with this change your are almost always happy finding a good weapon, as you can use it with out the penalty of choosing the wrong arbitrary stat.
I believe this is a continuation of the core ethos of the developer in creating build diversity, if not improving it. As two builds with the same thematic load out, could play extremely differently. For example, you could have two heavily armored knights wield a great sword, but one attacks with great speed, while the other goes for big one hit damage swings.