Stats should have more flavour other than just letting you use different weapons

Currently there’s very little difference between a greathammer user with faith/int and one using pure strength, which makes damage stat selection rather inconsequential.

Each stat should have more of an impact on overall playstyle, a few potential routes to go with this:

Dex - increases movement speed, lowers sprinting stamina cost, slightly increases roll speed/distance, slightly buffs animation speed for runes
Strength - buffs physical rune damage, increases stagger damage, buffs shoulder charge
Faith - buffs lightning/plague runes, increases focus buildup on hit, lowers status buildup on self
Int - buffs fire/frost runes, adds passive focus regen while in combat

Also, I know this game isn’t meant to be a dark souls clone, but currently the main differentiation between weapons is just the moveset and it’d be more interesting to vary stat requirements and scaling rather than having them even across the board within a weapon type.

Yeah, either make the stats do something or just merge them into a single damage scaling stat, because right now having 4 different stats that do nothings other than artificially locking you out of certain weapons is just bad design. Those stats make sense in D&D, but not here.

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It’s very much a holdover from souls titles, I’m a bit dissapointed overral with how much is being taken from souls games wholesale rather than just keeping the good basics and world design and then introducing some level of complexity present in ARPGs. Some systems are good, at least from the little that I’ve played, but the str/dex/int/fth “dump stats” is a really boring system and I think is going to really hamped any kind of complex or interesting systems that you could otherwise introduce in this game. I don’t know if I agree exactly on the changes you suggest but I think the player stats system in its entirely could be looked at again and reworked into something a lot more meaningful. All I know is if I’m going to have the standard souls “”“builds”“” where I just pick a weapon I want to use then dump the stat for said weapon I’m going to be pretty dissapointed.

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Obviously some of my suggestions may be unbalanced, I just gave examples of potential secondary effects for stats.

In any case, my main point is that leveling a damage stat should have more of an impact on how the game plays instead of just: “oh I found a new sword that needs str/faith instead of dex/int but plays exactly the same as my current one, better respec”

It should at the very least govern rune choices to avoid every build feeling the same

I very much agree,
It really kills build diversity, I think the stats should do something else besides a bit of damage scaling on specific weapons and allowing you to use those weapons.
I don’t quite think your suggestion works for me, because it forces you into certain elements and I don’t quite like that. Also I see some issues with balance but you’ve got the right idea to split the stats from weapon requirements and making the stats do something else.

I even made a suggestion about it in the forums: here

If you got a minute pls give it a read and a vote so the devs can see that there’s interest in it.