This is a very simple point. Most games tie the ability for carry weight to stamina management. Why is weight a skill?
My interpretation is they wanted it to be a meaningful choice and not a free stat when scaling stamina or anything else for that matter.
Which I can resonate with because of how impactful each weight category is, that said the values for each I think could use some love. The payoff for investment with equip load feels bad without infusions/enchantments but then again they exist so its just a character progression element, imo
equip load should not be a seperate skill u pump your stat points in. most games level it automatically when u invest in STR or END. which makes total sense.
i feel like a LOT of bricked/misskilled builds are because we had to invest 10-15 very valuable points into equip load to even be able to wear our new shiny gear without rolling like an overweight toad. every time i invest a point in this stat, because i am kind of forced to, my heart bleeds a little.
i understood from recent announcements that the stat system as is will not be there forever. so if there is any change to it, please please please remove equip load as a skill.
it also does not make any sense. if i train my STR in the gym, my “skill” for carrying heavy loads automatically is trained too. i have never ever seen anyone training to carry a heavy backpack just for the purpose of carrying a heavy backpack.
It’s particularly silly in Wicked because I’m running cloth in pants, gloves, but have only leather chest and helm drop in plagued quality.
And just with a leather helm and chest I am on medium weight about 80% of the way into heavy. That’s with with points in equip load.
It’s wild.
I think you would have to link it to a ‘universal’ stat like endurance otherwise STR would become defacto BiS for every build. Im on the fence, Im ok with misc stats that have no direct benefit but can allow certain advantages via playstyle BUT I wonder if it would be better to break the stats up into categories you get points for per level.
Eg. You level up, you get 2 points for core stats, dex, str, int, etc. That would define your class (at least by whats been hinted in a possible class system)
AND
You get 2 points for support stats like health, focus and equip load.
It could help with the feeling that stats are wasted?
You can enchant items to get them to plagued quality? You should know this, you’ve been playing a while. Or are you saying you’re running with blue cloth items?
No, I see, I missed the point, it’s not about the enchants it’s about the weight of the items.
Enchants are not guaranteed to land in plagued quality, so I’ve had no plagued cloth helm or chest drop.
But yeah, the main point is the weight of the items.
2 leather pieces with the rest cloth should not be putting you so close to a heavy category.
I imagine they do it to make the equip load stat feel impactful alongside enchants that decrease item weight.
But instead it just feels bad because you feel like you have to waste attribute points and enchant slots to land in a reasonable weight range.
It’s even crazier that you actually need equip load points to slot cloth in every slot and not be over the light category.
Equipping a cloth helm with the rest of the armor pieces cloth puts you in the medium category.
well yes and no. several games out there just give the invested skillpoints multiple actual character stats they increase. leveling HP also raises defense, leveling faith gives resistance to magic, leveling strength gives carry weight and so on (simplified examples).
while i agree, tying it to STR would just shift the problem to that, but in other games you always get a slight improvement of carry weight when leveling STR or END, some even give flat carry weight with lvl up as well as flat amount of HP up with each level.
it just does not make any sense to me why it would be a separate “skill”. when a character goes on adventures and levels up, gains experience, and fights like a lion, they also automatically gain more strength and resilience. and when they would then train their STR they should also get carry weight. same goes for END.
there should be a tiny flat amount u get with each level up lets say for sake of argument 2 per lvl. then u could say if u lvl STR u get additional 4, if u level END u get additional 3 and when leveling DEX u get 1 additionally. that would just make sense to me, as the char becomes stronger, fitter and more nimble.
Edit: and it also would make total sense in a roleplaying way. a warrior who fights with heavy weapons, should not be forced to wear linen shirts. they should automatically become able to wear heavy plate. and a rogue with dual daggers should not fat roll when wearing mesh, they trained to be silent, nimble and graceful.
With enough “increase weight limit” and " reduce item weight" you dont really have to. There are also enough points at lvl 30 for you not having to add more than 10 points to wear Any kind of armor and still remain at medium. Maybe double that if you enjoy lightweight
yeah, might be, but there are also weapons with HUGE stat requirements. so basically if i want to use a 42 42 weapon i am not able to skill much more.
i think at least make it so people leveling STR,END,DEX get some on equip load as well. would just be logical. so pure INT sorcerers etc would maybe need it.
for me its just not logical that u get 0 bonus on carry weight when pumping STR to 42.
and if u invest skillpoints or embers to reroll until u have weight decrease on all items just shifts the problem to some other valuable investment
If we want to talk realism, then all the trees you carry around will have to go.
On the more serious side, with the way they want to change stats, this topic might be irrelevant soonish
yeah, but since we do not know what will change exactly and how exactly, throwing this out there as a suggestion might just be valuable feedback anyways.