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Rjc

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About Rjc

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    (1) Prestidigitator
  1. I would change them using a rule of +2/-2 on attributes that need it, always keeping the same max. Makes the NPCs more balanced and it doesn't really changes their "personality". These are the changes I'm thinking of using: Hardly what you would call min-maxing, and you still have useful talkative companions for hard and path of the damned.
  2. Companions attribute checks in dialog could be a nice option for role-playing if you tie it to your main character disposition. For example, if you share at least 2 dispositions with Sagani, you can use her high Perception for dialog checks. It would be two like minded individuals sharing a knowing look, a nod or a whisper that gives you extra info on the situation. On the other hand, characters that don't approve of you would probably not care enough to let you know what they think.
  3. Maybe instead of accuarcy, PER should have a Graze to Hit conversion chance. It would affect damage directly but it would not change your chance to miss. You could up this chance to up to 100% at the highest PER level and it would almost compete with MIG when it comes to damage (MIG still increases your crits while this only affects your grazes). Considering you split speed between CON and DEX, and that you can only really max 3 stats, and we end up with 4 possible max dps combos, all with different secondary bonuses depending on what you want your character apart from damage.
  4. The problem with your suggestion is that all of the things you listed are contingent upon the attack succeeding or not. You want to interrupt, you need to hit first; You want to debuff, you need to hit first; you want to do more damage, you need to first; etc. Anytime you add accuracy back into the attribute mix, it becomes the most important stat. Thats why I proposed only 1 point of acc for every point PER. At most it has the value of one or 2 talents. You also can tone it down to 1 point of acc every 2 of PER and have it be the attribute version of weapon groups talents. Alternatively you can still remove acc from attributes and keep range in PER and maybe give it some more interrupt. The main idea is to have the highest possible number of attributes contributing to the attack and make choosing your dump stats a gameplay decision that depend on the role of the character and not on the class itself.
  5. The more I think of this, the more im sure the problem is in the way stats are not reflecting on all the properties that affect an attack. Some properties are ignored (Acc, Range), some mixed (action speed/recovery speed), some are too weak (Interrupt) are some lumped together for no reason (Duration and Aoe). So when you take a combat action you end with something like this: "An attack can cause damage (MIG), it can interrupt (PER), it takes time (DEX), it can fail (-), and it tires the user (DEX). Also, many of the abilities can be used from a distance (-), apply an effect (INT) and cover an area (INT)" Compare that to the system I proposed above: "An attack can cause damage (MIG), it can interrupt (MIG/INT), it takes time (DEX), it can fail (PER), and it tires the user (CON). Also, many of the abilities can be used from a distance (PER), apply an effect (INT) or cover an area (RES)" Under these attributes a Rogue build using 13,13,13,13,13,10 would be a great and BALANCED option. Min Maxing is much less of a necesity when all stats contribute to your offensive capabilities. You could still min max but with more options and focusing on the party role for the character: MIG/CON/DEX: Highest Dps MIG/INT/DEX: Balanced damage speed and effects MIG/PER/INT: Sniper balanced along damage and effects CON/DEX/INT: Roaming debuffer and interrupter CON/DEX/PER: Fastest, precise long range sniper DEX/PER/RES: Fast long range nuker MIG/PER/RES: Powerful long range nuker CON/DEX/RES: Frontline leader, tanks and buffs, fastest speed to respond to changes the battlefield If had any idea on how to mod i woul like to try these. It Sucks being an "idea man" with no programming knowledge
  6. I think that for the stated goal of "every attribute combination works" we dont have enough offensive attributes and the defensive options are not as spread as they could be. These are the changes I would do: MIG: %Dmg/Heal Interrupt (0.25 of current PER bonus) Fortitude CON: %Recovery speed (Only affects Idle animation and with high enough CON it should offset any armor penalty) Concentration (0.75 of current RES bonus Endurance Fortitude DEX: %Action speed (Only affects attack and reload animations) Deflection Reflex PER: Accuracy (+1 per point) Range (2% per point) Reflex INT: %Duration Interrupt (1.25 of current PER bonus) Will RES: %AoE Deflection Concentration (0.75 of current bonus) Will With these bonuses you could really make any character and be good at at least something. Even the current companions would be much more useful.
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