For those that don't know already, or missed it when it was said in the thief profession thread, the Attributes have been changed.
Previously the known attributes were:
Strength -- influences damage done by ranged weapons
Agility -- influences damage done by non-magical ranged weapons
Intelligence -- influences damage done by magical means
Perception -- influences chance to score criticals
Vitality -- influences maximum health
Willpower -- influences maximum energy
The attributes being used in this demo are:
Power -- increased attack damage
Precision -- increased critical hit chance
Toughness -- increases armor
Vitality -- increases maximum health
Screenshot
Source
I would like to know how everyone feels about the change. Obviously more informed opinions will arrive after players play the new demo at PAX but currently, what do you think about the change?
I think adding power instead of agility, strength and intelligence is a good move as it makes it easier to make builds with multiple weapon types. For example in the previous build a warrior wanting to take a longbow and a melee weapon would have to split his attributes between agility and strength to make both sets worth it, but that would leave a lot to be desired when compared to a full melee set which would only use strength or a full ranged set which would only use agility.
Not sure how I feel about the toughness attribute though. Isn't the point of having different tiers of armor that they do in fact have different armor? If you can have a scholar sink all points into toughness would they have the same armor as a warrior for example? That is if it does only increase armor. The actual effect is unknown so what do you think it does? I think it affects armor because in the picture below the attributes there are things which seem to correspond to the attributes ie attack, critical chance, armor, and health in the same order as the attributes with armor being in the same spot as toughness.
Also could the little hammer icon be a crafting window?|||Well ,yeah, from your example an ele could end up with the same AL as a warrior but the ele's damage and life would be garbage so I doubt that would be too appealing.
But we don't know what toughness does really. It could be resistance to crits so who knows.
EDIT: Anyone knows what the 6 "Secondary" icons are for? Secondary equipment?|||The secondary window is also picking my curiosity. I wonder what that is used for.
About the atributes, I like this new aproach. A lot more to be exact.
Now people have pratically no way to gimp themselves, atribute wise. Want to be in a damage role? Sink points into power and precision. Want to be a frontliner? Power, toughness and health. Full-out tank? Health and toughness.
It also helps when using diferent wepons. A bow warrior changing to an axe is a good example.|||Are these attributes specific to the Warrior or are they used across all professions ?|||Quote:
The secondary window is also picking my curiosity. I wonder what that is used for.
About the atributes, I like this new aproach. A lot more to be exact.
Now people have pratically no way to gimp themselves, atribute wise. Want to be in a damage role? Sink points into power and precision. Want to be a frontliner? Power, toughness and health. Full-out tank? Health and toughness.
It also helps when using diferent wepons. A bow warrior changing to an axe is a good example.
This. I like this. Wasn't too worried about the whole gimping yourself thing to begin with.|||I'm surprised they didn't combine Vitality and Toughness together. . .
I've seen that done is some other games and it works really well|||Quote:
I'm surprised they didn't combine Vitality and Toughness together. . .
I've seen that done is some other games and it works really well
Because giving casters both damage (power) and armor+hp (your vitality) is way worse for balance then forcing the player to chose between power + armor or power + hp.|||I don't think toughness and vitality are armor and health. More likely health and energy.
I like the idea of fewer attributes that are each needed in every build. So whatever you do, you need to consider all 4... it's always a trade-off.
The earlier system had some trade-offs, but there were also some bad choices. Swapping from ranged to melee for example was a bad choice because you had to spread yourself thinner than if you stuck to one range. I'm glad they changed that.|||I noticed the change yesterday, and although I can't say whether it is a step in the right direction, it is nice to know they aren't beyond changing core stats if they feel it would be better.
Never played an mmorpg that would dare do that! They were all so stubborn in their ways.|||Quote:
I don't think toughness and vitality are armor and health. More likely health and energy.
That could be it, but I think it's not a coincidence that underneath the attributes there are stats that seem to correspond to them. Ie power corresponds with attack which makes sense, precision corresponds with critical chance and assuming vitality hasn't been changed it would correspond with health. The only one left is armor which is where toughness is in the attribute list.
If this is the case though, does that mean that all classes have the same amount of energy (since there is no attribute to increase it)? Or does the window only display primary stats for a profession now rather than all of them.
As Nemeon pointed out there is a secondary window so it could well be possible that the attributes displayed are not the entire list, but rather the primary attributes for the guardian profession. That would mean there are other attributes that one could add in the secondary slots to further add customization. What do you guys think?
No comments:
Post a Comment