Statistic increase has additional effect

Hi,

So I had a thought that I think would be a cool addition and also improve the RPG elements of wicked,

When you improve statistics can we also get an additional effect, think it would be cool right?,

EG:
Health, food effectiveness increase %,
Strength , every 5th point increase equip load by %,
Stamina, more poise %, less knockback %
Dexterity, maybe add critical chance per point (also introduce critical element to the game?), or attack speed,
Intelligence, more focus regen %, spell critical chance,
Faith, Heal amount %, health regen %,
Focus, stamina regen %, cast speed,
Equip load, more movement speed %,

Just random ideas, just would be nice to have more reason to allocate the statistics more widely,

These are just general suggestions so you get the idea where I am going with this, Please feel free to comment, see where it goes!! :slight_smile:

Thanks for reading.

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I think this would be obsolete once the level up system is changed. I think something like attributes + skill tree or just skill tree is planned. There was a voting for this.

Awesome, did not see that post!

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This hews more towards a traditional RPG stat system. While I tend to prefer those systems, it’s difficult to see how it would balance out in wicked where each stat equates directly to a single function, with several serving purely as equipment usage gates.

I think it would almost be better to start over, removing focus, equip load, health, and stamina. Make those stats things that are gained from bumping other stats, even if you need to add stats that don’t currently exist. In this way maybe you could put together a system where every player-controlled stat acts as both an equipment gate AND stat lever.

There’s probably a game already doing this.

Yes,
however depending on what is planned, I like the idea. Would be nice if that finds its way into a new system. :wink:

i want a weapon smith talent. So crafting cost and outcome are finally balanced.

like half resource cost and make crafted items automatically rare or something.

Hmm in other games that usually results in a “crafting slave” character.

I am of course no balancing expert, but the dev team should find a way to make crafting worth it. And i trust they’ll find it and make it work.

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