, ... if the statistics were arranged differently ... Now the most useful Build is the "revange" .... but try to imagine what would change with this changes:
-WEAPON 1 (attack / defense / debuff resistance)
-WEAPON 2 (revenge attack / revange defense / revenge duration)
-WEAPON 3 (damage caused by block / resistance block dmg / projection distance)
-ARMOR 1 (regeneration of stamina / fatigue recovery / stamina cost for attack )
-ARMOR 2 (post-regeneration // speed // revive speed)
ARMOR 3 ( revenge recharge by injury // recharge revenge by block // ability recovery speed).
Try to think with this distribution now, how many slots would you dedicate to one mode? And how would you build your Main?![]()
Interesting thought, well, with my defensive WL-build it would be:
-WEAPON 1 (no attack / full defense / half debuff resistance)
-WEAPON 2 (full revenge attack / half revange defense / no revenge duration)
-WEAPON 3 (no damage caused by block / half resistance block dmg / full throw distance)
-ARMOR 1 (half regeneration of stamina / full fatigue recovery / no stamina cost for attack )
-ARMOR 2 (full execution-regen / half speed / no revive speed)
-ARMOR 3 (half revenge recharge by injury / full recharge revenge by block / no ability recovery speed).
The hardest one was armor 1, as all three are very valuable.
W1 was quite easy, pick attack or defense and you get good debuff at the same time.
W2 as well, attack, defense or both. Ever since patch 1.05 Revenge duration has been pretty worthless anyway.
W3 was only hard because I had to choose between doing more damage and receiving less. Throw distance was a must and in the end it is a defensive build.
A1 was tough, but in the end I think it is better to regain stamina than to not lose it.
A2 was a no-brainer, only reason behing picking revive speed is if you're expecting to do it in the middle of the fight. As a defensive player I'm in a pretty safe spot all the time and I can wait.
A3 was easy as well since i generally use passive feats that doesn't recharge.
It was an interesting experiment, and I hope that the devs can have a look at it, as it makes choosing between your stats a bit more important with no real dump-stat. On the other hand I think that there is a reason behind the current stat-distribution. Maybe we can get them to talk about it on the next dev-stream.
nice thnks for the help subOriginally Posted by Halvtand Go to original post![]()
Hm, for a revamp, i dislike it.
Not that it is bad, but i honestly feel you are still kinda forced to build with revenge too much and the tradeoffs .. well, it is kinda like the current system.
I hope their new gear system is way more different with some options. Just for some possible creative additions:
- Damage on grabs. Spiked armor, gloves, whatever - why not make your shoves, grabs, gb's etc. do a little damage on their own if you spec for it?
- "Strength of the pack" - gain or loose some damage if you are with your group.
- "Strength of the wolf" - gain or loose some damage if you fighting alone
- Chance for uninteruptible executions
- Chance for no interrupt on reviving
... guess this list could be way longer. Those stats only affect teamplay. They should no be too "extreme" in any case. But some variety to offer players ideas to build their team composition around, synergizing etc. - that would make for way more competetive and fun sessions in the bigger modes. At least in my humble opionion.
The wolf is a pack animal known for their successful pack-mentality. Doesn't really make sense to divide them like this. Maybe strength of the wolf for group fights and the bear for fighting alone.Originally Posted by Herbstlicht Go to original post
Yeah, I know, it's a reference to "lone wolf", but being a lone wolf is not a good thing.