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This is still a very early access game, I've already done everything there is to do. I've already made cross class stat builds. I'm not gonna care about limiting myself like that, when my current character save files can become unuseable, or obsolete. You are reading way too much into this.
And like I said in another post, I don't care about having BiS, or the best possible things I have available to me. You are making too many assumptions. I never said I wanted to pile up the best items and skills;
Please don't twist my words and intent. I only ever said I want to use Mystic armor with Fighter, that's it.
Wait, you can transmogrify gear appearance?
I haven't found that option yet.
Unless it's connected to the mirror, which I have not used. I thought that was just for redesigning your character's appearance.
You have to know the techs to utilize Mystic's true DPS.
Katar Charge attack + casting spells. When that inevitably gets nerfed, casting faster spells with Coldgeist Bell also works. If you want to melee, you could also use faster spells with Ragespear.
Also Mystic is by far the strongest PVP class. DOTs are king, Fluxspear is the best stun, Mystics have the best mobility, and in a format where potions are forbidden, self-healing is broken. And they have two DoTs instead of one.
(Also Mystic is the only class that has reasonable magic defense... which makes them the only one good against magic damage)
Yes, I understand that class-specific gear puts emphasis on the base class stats.
However, we have scrolls that we can use to get skills that depend on different stats, like Divine.
And then we have the ability to change the type of stat that affects weapon damage.
And that's... actually a bit weird that we have gear that is class-specific.
So I tried playing Mind Fighter and heavily using Divine (since Rage also gives a bonus to magic power, and I didn't have any really strong skills in my arsenal for physical damage - only support ones) and I changed the damage type of the spear I use to Mind. It was a pretty fun build to play!
Considering that the small stat contributions we get from class gear don't make much of a difference anyway (even more so if we enchant the gear with the right stats), I don't see a strong logical reason to make separate gear for classes in combination with abilities that allow changing the weapon damage type and additional skills from scrolls. At least not at this stage of the game.
By this logic, also need to limit the skills from scrolls by class, weapon masteries, and remove the ability to change weapon damage type (because the Mystic still has no special skills to use katars or shields, or the Fighter has no special skills to use a bow, etc. - what's the point? But it is in the game) to keep builds/classes clean, preventing the creation of "poor quality" hybrids.
However, as I said, these bonuses from class gear aren't that significant to seriously pay attention to, at least for now. And if we like the look, we can just equip them as cosmetics.
So basically - no difference. One inconvenience is that we can't try them on to see the appearance without spending an illusion stone, or have a twink to wear.
And Scaling Stones (Strength as red, Dexterity as Green, and Mind as blue) can modify a weapon's scaling stat, so if it was naturally Strength, BUT you want it to scale with Mind instead, you can do this via Vivian the Enchanter.
Scaling stones need a little change, and is changing the main stat the weapon gives. Right now is about 10+ of stats you are losing and the gap is going to be bigger as better gear is added.
"How do we feel" "I personally" "I can see why someone would disagree with this."
No. I'm not some robot that thinks in binary. Saying "you thought the only concern here is what you want" is a wild way to go about a discussion. It's funny to me how some people always get personal for no reason. Make a post without going for someone personally please. I'm not above lowering myself to someone else's level and making it personal, so I will.
Obviously, yeah. I don't see the point in bringing this up when it's just a part of business. This isn't deep, it's basic business.
"can be worse at videogames with essentially nonexistent actual benefit to theorycrafting" My god, what's wrong with you?
"is not something I'd mark as conventionally beneficial for the game,"
C'mon, really? There are quite a few popular games that have non-class restricted gear. For games that allow mods: The mods that unrestrict class equipment are usually popular.
"which is why I offered my recommendations to wait until you can make a more compelling argument in light of a more robust build system."
What recommendations?
What you said is that my discussion doesn't hold as much weight/ground, because the attribute system isn't complex. What kind of sense does that make to you? How complex does it need to be? It's an indie game by one person, it doesn't need to be like PoE.
What I said only takes place in the scenario where you did refer to me. If you didn't - the post is null and void. If you did refer to me - nothing I said is wrong, because even if you start with a "What do we think", you still follow it up with "I don't care" and "I just want".
I've come to temper my expectations when it comes to assuming the educational background or common sense abilities of those I converse with. For good reasons, too.
> My god, what's wrong with you?
Not an argument.
> C'mon, really? There are quite a few popular games that have non-class restricted gear. For games that allow mods: The mods that unrestrict class equipment are usually popular.
The gear in those games is usually appropriately tuned to fit the build system of the game.
And this is why I say "obvious basic things" to people like you. The system needs to be complex enough to the point where choosing between different armors has some applicability.
Make them a quest to unlock instead
As a speedrunner, this would probably piss me off, but I think it's better for the game
niche, sub-optimal builds are fun, IMHO. and even if you disagree, that does not invalidate the tastes of other players who aren't harming your experience in the slightest.
due to the restrictions, the only way to see how your character would look in said gear is to transmogrify, costing the player 1 illusion stone.
i personally don't see any way in which restricting gear class isn't more harmful to the average player experience than the alternative.
Illusion stones cost 300, for high level character it's nothing, and they also drop for free. I tend to have several stashed in the bank just in case i'll need them.
You are highly overestimating the intelligence of an average player and the level of attention average player will allocate to trying to understand his character's stats.
It's more than possible that seeing class gear's bonuses to stats will be the learning point of what stats their class needs for MANY players.
Even i found it confusing at first that "attack power" is actually a "str power" that only fighter needs, while bandit needs "dex power" and gets zero profit from "attack power".
I will be honest, it depends on the game and the era its from. Back in my day armor was class restricted. My first mmo being guild wars each class had their own sets of armor, you couldn't wear other classes armor much less acquire them.
The closest I can see this being a relevant comment to is games like Runescape, DND, Divinity, and maybe everquest. I know games like rift locked it to your starting class. IE Warriors could wear plate armor but no one else could. In DND your limited to proficiency, unless we go back to 3.5e where a mage would fail casting arcane spells with anything more than cloth armor. Divinity was a weird bag, you could wear heavy armor as a mage but you lost out on some useful stats. Then there is BG3, you could wear heavy armor on a sorcerer if you wanted, or even a warlock but you'd lose out on the "Advantage on charisma spells" robes you could get.
Like someone said, theres no advantage but hey whats the fun in playing the best in slot? Back in guild wars, I managed to beat the game with a pure melee Elementalist/Warrior build. God was that difficult though.
the burden of clarifying this mechanic really shouldn't be up to the item system in the first place, in fact half of said problem could easily be resolved by naming the strength based scaling stat (attack strength or whatever) to something that doesn't make the player immediately assume that it applies to all melee weapons
and if someone is really so dense as to ignore stats, then i doubt seeing these restricted items will be enough to suddenly make them take notice of them.