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No more being instakilled by an Alissa crit at level 6, basically
I also wouldn't recommend spreading your points around (at least not usually), especially since you cannot cap any stats in this game so you never have any "spare" points, but which stats best suit a class aren't necessarily the ones that the game recommends. Thieves for example have massive Attack Power bonuses built into their powers, so Strength doesn't do that much for them; Presence IMO is an equally viable choice, especially since it would, as you pointed out, shift a bit of aggro from your character to your allies (slightly; a tank would still do great with Presence instead of Strength).
The Boons are a good thing to point out, they essentially mean that you get 4 stats to max instead of just 3. They're cheap (10 EC) and last 24 hours. Makes it so you only need to "ignore" two stats instead of three.
That's true, the change is already in the backer patch. It will nerf Agility somewhat (you'll still want some Accuracy to hit reliably, but excessive Accuracy won't yield as much anymore), bringing it to the level of most other stats, which is good.
Poor Cunning, however... let's face it, most of what made it valuable was the crit chance and crit improvement. If crits aren't that strong anymore, Cunning might fall to the level of Toughness: something you'd like to have but just aren't going to take because other available stats are more beneficial.
That build is very effective, but with the massive crit nerf, will you be keeping Cunning? I don't know if it's been buffed to compensate of it's just a bad stat now.
Cool idea for a spin off game, instead of playing the Hero, we get to play the Mallach priest/ess and entertain the hero and his/her groupies while trying to convince them to build the Temple and a bunch of upgrades for it. With each new upgrade adding new / different adult "options" on how we go about the entertaining part ; p
Really wish we had more info on what was done exactly, but we can't even trust the in-game Codex since it's not being updated to match game mechanics.
But a spell or resolve combatant doesn't get a whole lot of Spell Penetration or Temptation from gear (and the chest armor pieces that add Temptation often has pretty bad stats). They would benefit more from the Penetration granted by the extra Strength.
This could lead to, uh... "nonstandard" wizards.
Mage: "I cast a spell on you!"
Opponent: "Foolish mage, I have high Ward!"
Mage: "Bro, have you seen my huge pecs? My muscular spells will ignore your Ward!"
It's not the most logical mechanics, but it helps make Strength useful for nonphysical combatants and, at the very least, it's funny.
I mean how do you think all the Bara gods out there make it work. They just FLEX their might and everyone is so impressed / intimidated, they forget to use their wards, their shields, or their reflexes. Bro thats so hawt,..... Please dont hurt me!
All kidding aside, yeah that is a very strange mechanic to have in the game. I think every other game i have ever played probably purposely made sure something like that couldnt happen, cause it makes no sense.
Ouch.
This... this is why mechanics need to adhere to reality at least at little. Gamers are going to pick what works best mechanically, so if your mechanics aren't representative it'll create, well... that.