Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Negative stats (char-gear wise)
halbarz
Member
So while certain gear will give better stats or set bonuses. What I often see in games is that it is just a build-up of certain stats. get more healing power, crit, attack, agility, etc.
I was wondering what would happen if they introduce negative stats.
example, reaching X Healing power will impact your mana reducing total mana for each point you exceed the limit.
example, reaching X of attack power will impact your critical chance for each point you exceed it
The cap should also be put rather low meaning that 3-4 items on your char. would mean you are capped on a stat.
While for certain encounters it might be enough to balance everything to that cap, other harder content, or even for PvP it might be worth doing a trade-off. It could also maybe bring more diverse builds into play, with players trying some really creative builds.
Sorry for my poor English but I am interested in your thought. Would you see something like this work in Ashes?
I was wondering what would happen if they introduce negative stats.
example, reaching X Healing power will impact your mana reducing total mana for each point you exceed the limit.
example, reaching X of attack power will impact your critical chance for each point you exceed it
The cap should also be put rather low meaning that 3-4 items on your char. would mean you are capped on a stat.
While for certain encounters it might be enough to balance everything to that cap, other harder content, or even for PvP it might be worth doing a trade-off. It could also maybe bring more diverse builds into play, with players trying some really creative builds.
Sorry for my poor English but I am interested in your thought. Would you see something like this work in Ashes?
0
Comments
I would expect the same in Ashes though I am not attached to such items at present. I build with the items I deem worthy at the time of character construction.
I would hope there will be varied options inside Ashes.
It does not hurt anyone if both styles of Item are in the game. We all should be able to build how we want to build. I mentioned varied items for this very reason. We have multiple slot items we can craft, legendries we can obtain and base stats we can utilise. It makes perfect sense to be able to trade one stat for another stat in some circumstances.
I like freedom and freedom to create. I dislike Metas unless Metas must be adhered to. So, overall, I'm still for variety and options when crafting, utilising and theory crafting. Its still very early to be adamant in either direction though.
I guess that s what I was trying to say above too.. probably for the lack of better words i made it sound different. Stats cap are not healthy for the game and I can't see why anyone that's not casual player who would want such thing.
― Plato
Soft caps are when the efficiency of getting more of a certain stat results in less damage increase.
Hard cap is when the efficiency of getting more of a certain stat takes a nose dive into concrete.