EncodedNybble said: @lestatdark Only downside to "class = stat caps" is that it requires really precise item and weapon generation. For example, in Diablo they did this. There were 3 classes. All classes could equip all weapons and could learn all spells (much like demon's souls). The downside was, with the exception of......2 weapons (I think), every weapon and armor (the items that required lots of strength to wield) could be wielded by the Sorcerer who was the class with the lowest stat cap for strength. Thus, if I were playing the Warrior (high str cap) and someone else was playing the sorcerer, we could wear the exact same sword and armor, etc. Granted, the warrior would do slightly more damage per hit, but the sorcerer also had more mana, more powerful spells and even more life (if you used mana shield!). There was NO advantage in that game to playing the warrior, ever. So, everyone was a sorcerer. Granted, different weapons, etc. would have made this not a problem, but it's a hard balance. I much prefered diablo 2's approach of 1) Each class gets more damage/mana/life/whatever based on a stat. Barbarians gets 1 mana per point in energy, sorceresses get 4 mana. 2) Class specific items. 3) Class specific skills. #3 above might make people sad, but honestly, with the right selection of skills, I literally played Diablo II from 2000 (when it was released) until late 2008. I'd be happy with #1 and #2 though. |
Yes I know that the only good implementation of stat caps for classes is by giving each specific class it's own items or class specific items and skills that take advantage of that class.
I said that to Carl as well, it would be extremelly awesome if they could do a sort of class implementation similar to what diablo 2 achieved, or at least some sort of similar balance.
Also, that's what gave me the idea for tiered weapons or magic levels, that would also be good if they implemented them correctly.
@Binary Solo
Oh ok, my grasp on english grammar isn't 100% good, so i'll take your word on it :)
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