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报告翻译问题
So you receive attributes only from Passives and Gear affixes. Aside from Vitality, attributes will increase some stat (typically a defensive stat) and also increase the damage of skills that have that attribute in their Ability Tag. I also outline Ability tags in the Community Game Guide, if you don't know what those are.
Basically, attributes allow you to boost your damage while also offering some kind of defensive benefit. Take Sentinel, for example, it has several skills that scale their damage from Strength and Strength also increases your armour stat. So it's generally a great idea to get a lot of the Strength attribute if you are using skills that scale from Strength. Other classes may or may not have skills that scale with Strength, so you'd want to increase the attribute that benefits that class (and its skills) the most.
Vitality is kind of by itself. It doesn't scale damage but it helps boost your health and health regen so it's good for all classes. In certain builds, like low-life Ward builds, it becomes integral part of that build.
Oh I know what they mean. Gah! It makes so much sense in my head, and I can't really say it.
I mean like why bother having attributes if we are only ever going to go into one stat. For my blade character I only ever use DEX. For my mage I only ever use INT. Why don't we ever mix them up? Stats seem pointless if we only ever use one stat for a specific character.
So why bother ever having stats? Like why can't our mage put stats into DEX or STR? Why not have our warrior use INT? Kinda pointless of having Stats if you can only choose one type.
Why can't I make a balanced character if I so choose? Other wise there is no use to the stats if our mage can't pick STR for example.
read the skills descriptions (press alt-key) to see if and how they benifit from each attribute.
You can definitely put DEX on your Mage, preferably a Spellblade as it has several skills that benefit from dexterity.
A Sentinel with INT is a bit more of a stretch, but maybe you really play into the Ward on Block mechanic and also go low-life...you may want to have the added ward retention that intelligence offers.
There's certainly a ton of off-meta reasons to try out all these different interactions.
So using your example Andrew, how do I add INT to a Sentinel? I don't recall being able to do that. Still learning the game.
Sentinel doesn't have any Passives that add INT but you could add INT as an affix to specific pieces of gear, those being; gloves, boots, relic, and rings for a possible +40 to INT (if all were tier 5 and roll +8). Could possibly get even higher with Tier 6 & 7 rolls.
Due to gear limitations and the lack of support in the passives, you will never get as much INT on a Sentinel as you can on a Mage. And it would be the other way around for STR, a Mage will never be able to get as much STR as a Sentinel can. This goes for all of the classes, they each have attributes that will be more accessible to them.
It's like saying if you are anything but a mage, you are stupid and not smart since your INT is usually 1 or 0. (sorry I can't remember at the moment) Or if you are not a sentinel you are week and shouldn't be able to pick up a spoon. If you are not a rogue, you just trip over your feet since you are a clutz.
I guess I just expected more when I saw actual stat lines. They really don't mean anything since the class you pick tells you are only good at one thing and nothing else. Would have been nice to have actual points to allocate to our stats instead of just having one in the passive tree.
I hope this makes more sense. I am not saying the game is bad at all because of it, just would like to see stats actually matter and be able to put in points into that system some how.
Otherwise it's just something like "HUR HUR! Me STRONG. ME MIGHTY!" or " NAH NAH you can't catch me!" or "everyone else is stupid but me". Guess what classes they are. I just don't want to be a stupid blade dancer. :)
Maybe I am wanting more in the game. It is really good right now, I just want it to become awesome.
When I say 'somewhat forcing you', I'm mostly talking about the limitations set by the developers as to what attribute affixes you can apply to the helm and chest pieces of each class. Examples: Only Sentinel & Primalist classes can put STR and ATT on their helm and chest pieces. Only Mage & Acolyte can put INT on their helm and chest pieces.
I know a while back the devs weren't too happy to see players pooling dozens of points into just one or two attributes for their builds, but you could argue that they've designed it in such a way that favours this approach.
There are certainly things that could be done to improve the distribution of attribute stats on characters, most of which would require a little re-balancing, but likely worth it in the long run (imo).