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You also have to consider Gear stat bonus (head, chest, legs, feet, hand, weapon(s), and 3 pieces of jewelry). Depending on if you go with Sw&Sh of another weapon depends on if you use 2 weapon gears or 1 for stat bonus.
So, I do not see how this is forcing people to follow a linear character development path with these 2 factors. Especially seeing huge stat bonuses I have seen in the RW Creator Content preview.
And then again, maybe it will be a contributing factor in the future. How many stat points per level given? What is the max stat bonus on gear, will it replace another important bonus or not?
Im missing data here.
Point being; the added bonuses linked to stats are a cool idea. There is always room to experiment and i am more than happy to see it work out in the end.
It just presented itself to me in the form of a light restriction when it comes to choosing a weapon that is i.e. not supported by a given stat priority for a given resource + the system decision on which stat gets what role (those FOC fishers)
One thing I do like is a tanker has 1 extra gear to has stats and perks (Sw&Sh). That is if you go for the defensive side.
190 stat points available
255 already spent (if each stat starts at 0)
= 445 in that test
Stat bonuses on items ranged from 10-30 with different stats possible on one item (dex + str)
Stat threshold bonuses are 50-100-150-200-250-300 max
==> just guessing, but 2x 300 stats seem possible, maybe a third at 50 or 100
Con- primary. Keep Int and Focus equal for a nice little mage tank. Keep with Heavy for the buff bonus.
So eg. I like fight with sword - STR but I also like cut tree. So I will never use bonus from STR and never get bonus from CON.
TES system is the best - the more you use, the more you get.
Main statistics always cause more problems than benefits.
Gotcha.
If a little tuning can happen in the future, this is actually fine with me. Plus, what really matters is the experience in game. It is highly likely, that different pov's resulted in the current concept:
- maybe harvesting has it's nodes spread out through zones so that azoth and travel cost play an important role in this profession
- maybe the DEX dodge crit and haste buff have to be paired with skinning, as it demands combat and might offer a smoother approach (that is needed to balance time vs. loot)
I'll have this on the radar for the next play test.