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Post by hctibavonos on Feb 14, 2016 0:43:51 GMT
Hello all, this suggestion is for something I've found a bit underwhelming.
I enjoy the itemization and stat boosts that each item has. +1 health or +2 coordination is great; but it falls flat on a character with 1000+ in each stat.
A bit of math, my character is level 25, I have 1000 in each stat. Lev 25~26 gear has 7~8 stats. Assuming you have all gear slotted (6 slots) and at 25, this is 56 stats. Again, underwhelming. There's arguably not enough there to justify it as specialization.
SUGGESTION: Replace raw stat increases with additively stacking stat multipliers. Convert the values into intervals of +0.25%.
With this said, the 7~8 stats would become +1.75% or +2% to each individual stat. That means that specialization has occurred without creating any real game imbalance; and you've actually created meaningful decisions.
Instead of "higher level red is better", you're now concerned about losing 2.5% health for 2.5% accuracy and are now champing at the bit about the choice.
As long as values don't meteorically expand (don't go slapping +25% or +50% on a piece of gear), this system should scale acceptably without destroying the current meta.
Thanks!
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Post by hctibavonos on Feb 14, 2016 0:59:31 GMT
Forgot to add, here's some stat changes: 1000 attack + 4 attack = 1004 attack 1000 attack + 1% attack = 1010 attack ---------------------------------------- 75 attack + 1 attack = 76 attack 75 attack + 0.25% = 75.18
To preserve some balance, append a minimum bonus of +1 stat for every multiplier.
ASSUME: Someone goes atweaking and goes and puts all of his points into agility. 1000 agi + 56 = 1056 agi 1000 agi + 14.00% = 1140 agi
Even when minmaxing toward a specific stat, it doesn't really cave balance.
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Post by gandor on Feb 14, 2016 1:19:53 GMT
There are some ideas planned to make itemization better in general, but Vysn doesn't want to turn this into a Diablo-style game where items become the main draw.
That being said, a dual-bonus system could be interesting, where you can get both static and/or percentage bonuses.
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Post by extrude on Feb 14, 2016 2:46:55 GMT
Why wouldn't items become the main draw? Its what helps you out in combat.
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Post by gandor on Feb 14, 2016 2:54:22 GMT
Well by 'main-draw', those of us who played diablo 2 (and I GUESS diablo 3 *sigh*) know that the game is all about the loot and barely anything else.
So my point is that items will definitely be improved and highly valuable, they are NOT going to become the only thing that matters, imo.
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Post by hctibavonos on Feb 14, 2016 10:22:48 GMT
Well, the idea I tried to run with is that they wouldn't be a primary draw. But they would help to specialize toward a playstyle and become an important part of the game. I can imagine player's that go and meta into archetypical roles or define new ones as the gear provides enough build diversity to where individual stat increases become more important instead of ignorable afterthoughts. The reason I recommended 0.25% is because it doesn't scale that wildly where gear defines the character; but rather that it gives a recognizable and noticeable boost. Ideally, with game balance, you wouldn't approach 20~30% increases unless the player is really high level. Point of interest with my suggestion. I earlier said that it would be +0.25% or +1 (whichever gives the higher boost), that happens with any stat. so +0.5% would give a min of +2. +0.75% would be 3, etc. Players that are too low to care would only see +1, +3, etc. But when they reach a certain level, they'll see the +% instead. Example: +4/(+1%) coordination Coordination = 200; Gear shows: +4 coordination. Coordination = 400; Gear shows: +4(1%) coordination. Coordination = 800; Gear shows: +8(1%) coordination. Again, I wouldn't want this to become a loot-fest as I can see how that would create an unwanted focus-shift.
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