The Classless System and Respeccing

I think that be the best fix for it all. It would give classes more of a unique difference if runes were designed to work around the stats the weapon scales with. And also weapon type.

Examples.

Healing skills can only be used on faith weapons.

If there are staffs with strength stats and int they could use some 2 handed hammer skills

I think the throw weapon skill should be faith also

Things along these lines I’m sure there are 100s of options

I think that’s the way they’ll have to go. Times and skills will have to define what makes your “build” by limiting them to certain weapons based on their native scaling. And nothing says a rune can be limited to only one weapon scaling type either.

I thought of this yesterday, that each rune is just assigned one attribute type, and as long as your weapon meets has that scaling and your character has the stats to equip that weapon then boom problem solved. BUT that does make focused builds very underpowered by limiting their selection.

So instead fire throw for example should have underneath its description (also desperately needed) “Can be assigned to the following weapons: Str, Str/Fai” this way they can tailor what runes can be shared amongst what weapons.

I do think a change like this is necessary, as the more I play the more it feels like the offensive attributes have no identity, feel boring, and only limit my aesthetic selection while having no impact on gameplay which feels bad.

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Here’s probably why:

I speculate that, as most rpgs and soulslikes that have stats, these stats have soft and hard caps.

Meaning that there are breakoffs in value per point spent in a certain stat at certain levels.

To put it simply (and I’m making this completely up)

  • You put 10 points into dex, and you go from 10, to 20.

Each point is increasing dexterity bonus by 1.7.

  • You put another 10 points into dex, going from 20, to 30.

Each point now increases dexterity bonus by 1.3 instead of 1.7 as before.

Examples according to your screenshots (I’m making the numbers up)

Str 26 + 6 = Str 26 + 1.5 + 1.5 + 1.5 + 1.3 + 1.3 + 1.3 (bonus)

Dex 26 + 6 = Dex 26 + 1.5 + 1.5 + 1.5 + 1.3 + 1.3 + 1.3 (bonus)

Str 26 + 3 = Str 26 + 1.5 + 1.5 + 1.5 (bonus)
Dex 26 + 3 = Dex 26 + 1.5 + 1.5 + 1.5 (bonus)

If you have two stats attributing bonus to one weapon EQUALLY, it makes sense to scale them both EQUALLY. As having one stat higher than the other, one runs the risk of one stat yielding bonuses at a diminished rate than the other.

+6 points in one stat gives less bonus per point, than putting +3 in both,

Meaning having two separate stats improving the effectivness of one item equally, is going to yield a bigger attribute bonus, than the item being improved only by one stat.

EDIT: It all also depends whether the diminishing of the value happens at a linear pace (so each additional point gives slightly less), or if there is an focal array system, where caps where introduced as explained.

Yeah there are diminishing returns when not spending stat points on attributes equally when doing a hybrid build.

I think this is good as it simplifies character builds right. You either have a pure build or a hybrid build. The second they change this there will be too much math involved for ideal builds.

There would also be an issue if they start assigning other stats to the attributes as that would probably require an overhaul of some sort on equipment and weapons due to scaling.

Benefit of this is that it really simplifies builds right. Most of the match/min-maxing now lies with equip load, stamina and focus. When you have this much freedom in your builds the simpler the system has to be to avoid confusion with the player.

Exactly.

It would be nice if shields could have ruins added to them… I so want to do a captain america shield throw with it on fire… from the fire throw ruin. Also we could add utility ruin to shields as well, instead of wasting ruin slots on other weapons

I’m really enjoying the current system. This allows for class identity, which is an awesome thing. There is so much variety with weapons and classes already, having even more freedom imo would just muddy the waters. I’m leaning way more towards having bonuses to stats like strength giving some hp, int giving cost reduction or total focus, etc.

Having dedicated weapons for certain stats gives an already very varied system some structure. Do away with the structure and your gonna have some stupidly broken stuff happening in the game and it will be much harder to balance.

The game is already going to get much more variety as it is when the extra 125 more weapons are added. Let’s not break the game by dissolving the core class system that already works so well.

Having a try before you buy would be fantastic, a limited respec or very expensive full respec so our characters have mostly full identity would be ok, but then again the current system makes build planning important and is akin to D&D style character development, which is incredibly satisfying.

Limited respec, for mistakes, would keep character class identity in tact, and create incentive for people to make more characters with dedicated roles.

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I think this is very well put, I imagine most people create a character with an idea in mind and would like to stick to it.