Sapphire
Member
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Neither option 1 or 2. Both are bad IMO. There is a better, 3rd option that doesn't dissolve design space entirely, but creates a penalty for what I call "stat replacement" It's the implementation of a new standard, where anytime a "normal" stat is replaced with something else.....anything else...then the item in question takes a hard x% penalty right off the top. This would include anytime CHA is used on something other than a guest...ie weapons, skills/spells, etc. This incljudes when END is used instead. If some random mainstat is used instead of a diff other main stat. So I support that CHA skills take on a penalty. I support that a weapon that replaces luck for lucky strikes with CHA, that the weapon takes on a penalty. I support that a weapon that utilizes END stats such as the one surfboard, or the teapot miscs that use END stats..take on a penalty. So if staff wanted to make a guest every once in a while that uses any of the other 5 stats for damage, I support the design space as long as there is a penalty for 'Stat Replacement' How much? I'm not sure. It can't be too much such that it defeats the purpose of using such items, but it needs to be enough such that it can never be optimal compared to another similar thing that uses normal stats. So I think a 10% penalty might fit the bill. As a side product of such a standard, you keep design space. In fact, if done properly, you can actually redesign CHA weapons in such a way that you can continue to develop them. For example, if you redesigned CHA weapons such that the stat damage comes from CHA, but the ENTIRE BTH comes from Main-stat, what happens is, is you kind of need a main stat to use them due to the BTH. But these get a 10% reduction right off the baseline power. So base/random are 10% lower. In fact, if you approach all 'stat replacement' items like this, they all still need a main stat to function. Not only would this allow for some design space to continue for CHA weapons, which historically are pretty much all magic, but now you can make Melee and Ranged CHA weapons that cater to Warriors and Rangers, as those weapons would require STR and DEX to land hits, but get their damage from CHA. Typically stat replacement items are used for the effect, anyway, and that's a further reduction in damage. Cephalolass' design was a mistake, and so a further stearing clear of that type is necessary probably (It's the only CHA weapon w/o a damage penalty due to the effect, because the effect is a compressed skill) On a broader scope, there's not enough compression penalties. I just think a weapon with a clickable skill should take a penalty to the baseline base/random or the skill (prob could pick and choose) Just like I think class armors need some type of compression penalties. For example, a T3 class's 20 skills..maybe 17 of them get a penalty whereas 3 dont. (Some non class armors get 3 skills and to me this is the max w/o penalty) I bit off topic at the end, I apologize. But yeah, this is my preference.
< Message edited by Sapphire -- 3/2/2024 23:10:43 >
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