Had some time to sit down and type for a bit this evening, so I thought I'd tackle one of the more interesting game mechanics issues from the past few months.
The topic for this post is attribute diversity and how it can be improved in Eldevin!
Currently, there is very little incentive to invest attribute points in certain attributes, depending on class:
-Only Tank builds invest any significant points in Vitality
-Only Rangers(and some Mage builds) have any reason to invest any points in Focus
At level 45 (with 2 points in wild instincts, 3 in marksman, 3 in sleight of hand, 10% attack power buff, 10% attack potion)
pure 6/0 ranged -> +207.24 dps, 5.544% ranged haste, 6.16% ranged dodge -> more than 0/6 pure focus
pure 0/6 focus -> +31.944% crit chance, +59.268% accuracy -> more than 6/0 pure ranged
I found that the damage is almost the same, just either higher base damage, or more reliable crit. With full items, end game crit gear, talent bonuses to crit, crit buff, and 2 points into torrent talent, can get over 85% crit rate 50% of the time.
-Almost all DPS builds are forced to go 5/1 or 6/0 in their primary damage attribute to remain competitive
-Energy is almost never invested in, for any build, for any class
HCS has acknowledged the issue about stat allocation diversity in previous patches, including the haste/dodge nerf and the attack power scaling nerf in previous updates. Additional nerfs, however, would be most unwelcome. The general sentiment in previous months of the developers would suggest that making stats like Vitality and Energy more attractive, would be preferable:
PvE BalanceWe're working towards a big game balance patch. This will be aimed at leveling the playing field between a number of classes. We're also looking to seriously reduce the amount of haste and dodge you gain from your primary attribute (melee / ranged / sorcery). We're also looking at mana costs and cooldowns for all high level abilities (15+) with a view to improving balance of these before we release the new content. We are currently looking at ways of making energy and vitality more valuable. We will be aiming to do this patch sometime next week and everyone's respec cooldown will be reset.
The question is, what can be done to buff Vitality, Focus and Energy in a balanced way to make them more attractive to invest in, rather than seeing only one viable stat allocation for each class?
A few major points to consider:
Enrage Timers / Rumble-style DPS race mechanics are extremely limiting, in that they punish lower DPS builds to the point where only glass-cannon builds are viable for the content. HCS staff have mentioned before that they disliked players investing no points in vitality; however, implementing DPS race mechanics on boss fights and in dungeons reinforces the need to min-max DPS and reinforces a desire to make glass-cannon builds. I have always been against the notion of enrage timers for this reason; players are already punished for playing slowly(since it takes more time to complete things). They should not be double-punished.
Additional nerfs to Melee/Ranged/Sorcery are not a viable option because the primary damage attributes have already been severely watered-down from their original incarnation, and will continue to scale poorly to level 50(with attack power scaling less well with each character level). Rather than nerf the damage attributes more, I highly suggest buffing the other attributes to make them more competitive.
Synergies with talents and builds should be considered in that buffing Focus or Vitality too much without considering game balance could end up making Templars and Rangers too powerful. Rangers already get a competitive DPS build by using a Focus-oriented build, so tweaks to Focus should bear that in mind. Vitality, as the bread-and-butter survivability stat, is used almost exclusively by Templars, so any additional defensive power bonuses to Vitality may make Templars too tanky(as well as still not being attractive for DPS classes to invest in).
Energy needs a significant buff. This cannot be stressed enough. Even with the severe nerf to Enlighten in a previous patch, there is absolutely no reason for anyone to invest in Energy(in fact, the nerf to Enlighten made it even less viable to invest in Energy, as Enlighten is the only max mana percentage-based regeneration talent that requires no combat action).
Attribute allocation and itemization go hand in hand. It cannot be stressed enough that a large part of attribute allocation is tied to the stats players receive on gears. Having more diverse gear options opens up the possibility for more diverse stat allocation builds(for example, if I had a custom chestpiece with +Melee, +Vitality, +Vitality, it might make me consider investing in Focus or Energy to compensate). Equipment creativity is something that Eldevin has great potential for, and the opportunities to improve itemization are endless! This has already been discussed in several other threads, but it is essential to mention it again, as the two issues are very closely related.
So, what now?
Fortunately, the developers are receptive to suggestions and ideas, and there are certainly a few avenues for improvement. Some possibilities:
-Giving the non-damage stats damage. This is the simplest and possibly most useful fix. Give a certain amount of attack power(less than the primary stat, but enough to be useful) for investing in Vitality, Energy, or Focus. This gives more incentive for DPS classes to actually invest some points in something other than their primary stat, buffs Templar DPS(since they almost always must invest in Vitality for survivability) and makes Focus Ranger builds even more attractive(borderline overpowered). The downside to this is that it's difficult to determine how much attack power(and which attack power) to allocate to each stat.
-Giving the non-damage stats additional defensive ability(defense, dodge, status resistance). These would certainly help tanks out, and make investment more attractive. The obvious downside is that there's no damage(which is currently priority 1-A in the current game world) so all DPS classes will still give the stats little to no consideration.
-Adding talents that synergize with non-damage stats. This already exists to a minor extent with the Ranger talent Wild Instincts(and is a big reason why heavy Focus investment is only really viable with Ranger builds) and seeing more talents like this could make some builds opt for a different stat setup.
-Buff the heck out of Energy. Seriously this stat needs some love: you could honestly double or triple the mana increase from each point in Energy and it still might not be worth the points(although it could potentially open up some very interesting max mana builds).
Anyway, food for thought! Improving stat allocation diversity could really add an additional level of intrigue and customization to the current game system.
Edited by huhbum, 20 May 2014 - 05:00.