|
#1
|
||||
|
||||
|
Sorry if this is a repost but here goes...
Aside from the three basic stats in TQ (I'm assuming they're making a return) I had an idea for a fourth statistic. Leadership (diff. name?) - This stat has no direct effect on the player, but rather when increasing this stat it boosts the armor, health and attack damage done by pets, traps and minions by a small percent with each point. Of course, it would need some tweaking in regards to how much each point actually scales your pet but my logic behind this is as follows. Pros: - Allows for pet builds to be more easily utilized - Will help traps and other devices shine later in the game - Allows for pure pet builds to be unique when compared to pet "buff" builds (i.e. Nature's wolves being used only for Strength of the Pack) Cons: - This really goes either way but since the stat has no direct effect on the player you will become more reliant on your pets (most pet-mancer's enjoy this) - Lowers primary stats, this may be a balancing issue regarding high strength armor or something of the sort. TLDR Version - A primary stat that increases the effectiveness of pets to reduce the need for gear dependant pet builds at the expense of losing primary stats. Comments are welcome
|
|
#2
|
||||
|
||||
|
It can be hidden stat - 1/2 int +1/2 str, maybe with diminishing return.
Becouse strength and intellect can enlarge your war spirit by 10 sm lol
__________________
Signature is a place, where i can show my education by using foreign. Legendary fan. |
|
#3
|
||||
|
||||
|
I think tying in pet-scaling with all other stats would be better than devoting an entire stat to that. I agree, pet builds are not always on the same level as other caster or melee builds, but built the right way, they can be extremely powerful. (Summoner from TQ, Ritualist from IT)
Perhaps tying the player's strength(physique in GD) could increase the physical damage and armor of pets, dexterity(cunning) could raise their OA/DA and crit chances(something separate from OA maybe) and intelligence(spirit) could increase their elemental damage(perhaps add some as well), resistance to elements and their base mana pool. *shrug* I like the idea, I just don't think making a single stat for that is appropriate. Same reason I think poison and bleeding (DoT sources) should scale with stats, but not have a separate stat. |
|
#4
|
||||
|
||||
|
+1 for pet scaling, whether it be with a new or existing stats.
__________________
If setting people on fire is wrong, I don't want to be right!
|
|
#5
|
||||
|
||||
|
Good point there asylum
![]() I guess I had overlooked the idea of doing something like that. I guess my logic in thinking for a new stat would be that you sacrifice player strength to bolster the pets. Either way, the main idea would be improving pet functionality through stats rather than gear which seems to make the most sense. |
|
#6
|
|||
|
|||
|
I dunno, I'm rather partial to seperating it, my builds for TQ didn't usually burn much energy, so intellect never got bumped and neither did energy. Tying it to base stats puts me in a position where I almost feel obligated to get a pet... which spends more time getting in my way than actually helping.
|
![]() |
| Tags |
| balancing, pets, stats |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
| Display Modes | |
|
|
All times are GMT. The time now is 11:44 PM.










Linear Mode
