Lephys Posted September 27, 2014 Share Posted September 27, 2014 (edited) Also, your destinction between feats and attributes is nonsensical. Imagine PoE had a talent called "Schmight" that could be taken multiple times and gave you 2% damage and healing each time you selected it. According to what you've said this would be completely fine as it's a talent and not an attribute increase, which is utterly rediculous. To be fair, there's a functional difference between Might, and a talent that grants +2% damage that can be taken when you level up. What Might gives you is not what makes it a stat. How it functions is what makes it a stat. In the context of PoE, Might points are only chosen at character creation. You are a person who is X Mighty, as opposed to some other character who is differently Mighty. And, I really don't think it'd be fine to have a Talent you can take 20 times. But it is fine that a talent could increase your damage, just like it's fine that a weapon's base damage value can do so, or an active ability can do so, or a buff can do so, etc. Yes, you can mechanically use stats as "improve as you go" factors for your characters in a given game, but when the stats are specifically representative of the inherent measure of your character, as distinct from other characters in the game world, it becomes a bit at-odds with the game's design. But, that's conditional. That doesn't mean "frequently increaseable stats = TEH SUCK!" or anything. In that point, you are correct. But you're (maybe unintentionally?) sort of inferring that such a design choice is never a bad idea. Edited September 27, 2014 by Lephys 1 Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u Link to comment Share on other sites More sharing options...
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