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Posted

There are 6 attributes and and and you have 3 pairs of attributes which kind of go together for the calculation for defense.

 

Might: Damage and Healing, Fortitude

+

Constitution: Stamina and Health, Fortitude

 

 

Dexterity: Accuracy, Reflex

+

Perception: Interrupt, Reflex

 

 

Intellect:  AoE and Duration, Will

+

Resolve:  Concentration, Will

 

 

Just reduce the gain of some of the Main attributes that are a no brainer and give it to resolve and perception.

 

The two simplest examples would be to reduce the gain of accuracy per point in dexterity (still keep it the main attribute for raising accuracy ofc) and give perception the lost accuracy at a lower raise of accuracy per point spent. So perception would get some accuracy and interrupt. Same could be made for the other pair (Intellect + Resolve). But you could also use other attributes and it would still make sense roleplay wise. Perception could give a small bonus to damage and healing or Resolve could get a small bonus to health and endurance.

 

That way you wouldn't need to change the overall balacning of the games because characters could suddenly have higher damage or accuracy than the game is balanced for and it would make the stats more viable.

 

 

 

 

Posted (edited)

My solution

Add a small +%Crit Chance to Perception, on top of +% Interrupt. You need to be perceptive to see openings, and Dexterity doesn't lose it's thing.

Remove +Will from Intelligence. Intelligence has nothing to do with willpower, and now Resolve can stand on its own.

Edited by Headbomb
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