Stat caps need a rework

I found that the soft and hard caps on stats are too limiting and removes all build diversity stat-wise. You can just hard-cap str and dex, get vit/end/will to around 16 to get most of their value and then throw the last points into any of the 3 for an insignificant boost to them. Stats feel like a checklist, not a customization. There is no reward, not even a small one for investing more in a stat.

Comments

  • I would agree that stat building needs some reworking. Just not sure how to fix that. I image you build a "balanced" character like I do, and what feels like is how it is supposed to be done by design. In that case I feel like the "soft cap" is WAY too early. I have only 8 points in Will just to give a bit more to the other stats (that and I don't feel that abilities should be in 1v1)

    However I have run into a few strength and vitality builds that feel completely broken. These players were almost exclusively using strength scaled "hyper armor" charge attacks (only interrupted by charge break attacks or two attacks, witch I am not sure if there are 2 attacks that chain fast enough to break them). It took me 6 attacks on average to match their damage per single attack
  • edited September 2017

    I would agree that stat building needs some reworking. Just not sure how to fix that. I image you build a "balanced" character like I do, and what feels like is how it is supposed to be done by design. In that case I feel like the "soft cap" is WAY too early. I have only 8 points in Will just to give a bit more to the other stats (that and I don't feel that abilities should be in 1v1)

    However I have run into a few strength and vitality builds that feel completely broken. These players were almost exclusively using strength scaled "hyper armor" charge attacks (only interrupted by charge break attacks or two attacks, witch I am not sure if there are 2 attacks that chain fast enough to break them). It took me 6 attacks on average to match their damage per single attack

    There is no such thing as a "strength and vitality" build, at least not stat-wise. Str damage hard-caps out around 20 and vitality on khalt for example gets you 1252hp at 16, 1268hp at 20, and 1289hp at 39 vitality. There is NO reason to ever invest more in one stat at the cost of not getting str and dex to 18 and then the other stats at least to 16, after those breakpoints you're free to waste the remaining points as you will, they will have little effect.

    Charge attacks are easy to deal with, you can use charge breaks positioned for ease of access, or since they're so slow you can just treat them like free damage, hit the guy once and then block or dodge or parry and give him a second helping of pain. Just don't button mash, keep your eyes open and they're free openings.
  • Methinks Ygdrad is on to something.

    Really kills versatility and unique builds once you hit the soft caps.
  • Another arbitrary number with a soft cap, get rid of stats ffs.
  • Ygdrad said:

    Stats feel like a checklist, not a customization. There is no reward, not even a small one for investing more in a stat.

    Couldn't agree more. I felt especially stupid at having put 25 stats into endurance, only to find it did not affect my stamina gauge whatsoever. With this system, any stat raised above 16 or so is essentially wasted, and all character's without this overall stat level will be fighting at a disadvantage, no matter how slight that might be. This wouldn't be a problem if there was a possibility to respec or reallocate your stats, but there is no option to do so.

    Also Absorb is complete shite when compared with dodge and parry. Absolutely useless, the timing is so precise for something that is so useless, and really only serves to get your character killed that much quicker by even trying to time it.
  • To be fair though, they have stated that they're looking into making a stat re-allocation system.

    Maybe afterwhich they can take a look at the stat system as a whole.
  • edited September 2017
    Drunken style almost all attacks are double hits fast enough to stop charged attacks. Not to mention there are quite a few full anti-charged attacks, you can block them, dodge them, use your style ability.
    Also, vitality scales absolutely TERRIBLE so wouldnt worry about that :P

    Do have to agree on a rework concerning the caps tho. Atm most people (even ones that try to be different) dont differ to much
  • I also wish the stats were more closely tied with your style of fighting. I'm a 46 Windfall style character and my Dex is 14 and Str is 16. Since bot stats were 12 I've checked each time I level to look at my damage increase and I find it really odd that Str has a larger increase on damage than my Dex does.

    My letterrs are Str - C, Dex - B, Move - B - and Mobility - Fast 26.

    So why is it with Windfall style and B's in the two speed related modifiers that when I put points in Dex after 12 my damage moves up .1 or .2 pts. When I do the same with Str I've seen it move up .5 to .3. Shouldn't the B in Dex along with my Windfall style mean that the points in Dex equate to larger jumps in damage vs the Str points? I had to restart a new character because I honestly didn't think Str was that important for me early on. I reached level 50 with an old character before I started seeing adding points to Str and seeing the big jumps in damage.
  • edited September 2017
    I'll just quote my own guide on steam here to show just how bad the current stat system is:

    This game has both soft and hard stat caps but you might as well treat the soft caps as hard ones since you get almost nothing past them. For those allergic to reading I'll just post the stats you should go for if you want something that squeezes the most value out of stats and explain after.

    18 str
    18 dex
    16 vit
    16 end
    16 will

    Now for the reason you want this. Going past 18 on strength and dexterity gives you so little it doesn't make a difference and if you pick a style that boosts one of these you'll hit the cap anyways. Lets look at our other 3 stats, vitality, endurance and willpower.

    Lets use some people's favorite dump stat, Willpower as our example. If you think willpower doesn't matter, you're kidding yourself. Powers are very valuable and can change the flow of a fight drastically. Just because you have some notion that they're dishonorable doesn't mean your opponent will. Stagger style for example gets a boost to will and hits the cap of 2.0x shard generation at 16 will. Stagger ability does not refund stamina and even costs some, leaving shockwave as their go-to stamina management tool. 16 willpower gives an overall 33.3%/31.3%/30%/26.6% increase to shard generation for Forsaken/Kahlt/Windfall/Stagger respectively, this doesn't sound like much and you'd think you could do without it and you'd be partially right. The problem is that the 10 points you poured into willpower will have even less of an effect anywhere else thanks to soft caps. If you got vitality up from 16 to 26 you'd see a 5.9%/1.7%/10.7%/9.9% overall boost in hp for Forsaken/Kahlt/Windfall/Stagger respectively. At best you get 10.7% more hp on windfall, but smart use of the extra shards from willpower would likely make a bigger difference in the fight overall. These 10 points poured into endurance would make a 5.8%/5.8%/10.5%/0.7% stamina difference thanks to the very steep cap on endurance returns. Putting these 10 points into strength or dex past 18 will have such a small effect on damage that you'd never notice it.

    I would love for the devs to either rework or remove stats altogether because as things currently are, you don't have a good reason to get different stats and they only serve to screw some people over because they went over the soft cap without knowing about how wasteful it is.

    If you want to have a look at numbers here's the stat data for vit/end/will: https://docs.google.com/spreadsheets/d/1KX27IGTxBKXs0Z5M-z25n7qScT_noWAJtQR_zNB8PFQ/edit#gid=0
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