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PostPosted: Sun May 24, 2009 8:03 am 
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belgarion wrote:Dex is just as important on a warrior as str really anyway especially now with the longer heal time. I could care either way anyway really because unless the overall stat cap is raised raising caps on individual skills is pointless.
I would agree with this statement. I think for the stat cap we have now, the individual caps are just fine.

Example:
If you would raise the stat cap to like 300 then you should raise the individual caps to like 200.

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PostPosted: Sun May 24, 2009 3:05 pm 
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Makes sense :)


...pvp aside though, would this not then require a change to the stats of beasties? just a thought...

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PostPosted: Mon Jun 15, 2009 5:06 pm 
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lil late on this one..but....let me get this straight....you are thinking of changing the most you can have in one stat to no cap...so you could have a 288 str..1 int...1 dex? that should be no biggie for anyone! it shouldnt effect anything except make the fishers happy ppl are out there screwing around with there stats. if you want to have a wacked out stat...go ahead...you might get one good hit in but ill get alot of little hits in while im running in circles and healing! Im not sure how this would effect anyone, as long as total cap isnt raised...who cares...LET ppl play with it.....got to go ...IM GOING FISHIN!!!!!!!!!

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PostPosted: Tue Jun 16, 2009 4:58 pm 
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I think there are merits to removing the cap, as it would give more scope for players to create MMO archetypes within the confines of the usual character types we offer on Obsidian. To be honest - it's mainly about STR.

As an example, pumping 280 points into strength would give you alot of HP but you would be a poor healer due to lack of dex. This character would make a fantastic damage-soaking tank.

Similarly, pumping 230 dex into a character would give them fantastic healing ability, but would ultimately leave them fragile between heals due to low max HP. Thus this would not create an uber-fast-healing fighter but would actually create a Priest/Cleric within Obsidian that needs to be shielded from damage but has the fastest cross-heals in the game.

Likewise, a mage that funneled 230 points into Int would be weak in the face of attack but would be able to put down a sustained magic salvo beyond what we currently see on the Shard.

For these reasons, the only major benefit I can see would be for hunting groups / guilds for PvM where the AI can be guided to pummel the tanks while the healers heal them and the mages nuke / summon etc.

I can't see it being of much use to players without increasing the total stat cap which we aren't looking at as it would require a complete PvM rebalance.

Overall: I don't think removing the cap entirely would really cause any balance issues as it's real-world benefit with the current playstyle most players have on the shard would be limited. In reality the only thing I can see coming from it is stronger tanks for group hunting where the points are stacked into STR for damage soak. However this would be a difficult solo build due to the poor healing delay and low swing speed from not having much dex.

'Dexxer' or int-heavy classes would be tricky due to less room for STR in the build yielding low HP. However we may see some altruistic healer classes come up with a dexxer build, or maybe nuker or healer classes focussed around high INT again at the cost of STR and thus max HP. No-one is really going to build a 230 dex warrior though because you would have so little STR you'd die easily particularly with heavy hitting mobs in PvM (healing delay won't save you there).

Oh, and players would maybe load up on STR for crafters (esp miners) so that they are more effective mules and can carry more.

I'm all for it.

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PostPosted: Tue Jun 16, 2009 10:34 pm 
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well seeing dex is f***** on a pvm mage anyway

we would see a class of pvm mages that would poly and own every warrior
and actually be able to compete in dungeons like they used to
cuz u automaticly get 85 dex when u poly, so ya 240 str 40 int 1 dex lolz
when they poly it would be so deadly lol

not really fair to anyone else cuz there gonna be THAT dominating in a dungeon setting

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PostPosted: Thu Jun 18, 2009 11:59 am 
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yeah poly is getting fixed.
The 0 dex poly mages have always been a little silly.


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PostPosted: Thu Jun 18, 2009 2:54 pm 
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err but really, you don't need to lower the effectiveness anything right now lolz, pvm sucks atm :(
imo anyway lol

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