Stat requirements for weapons/armor & potential consequences for removing them
Hey everyone, I was just watching the mage showcase again and can't help but get hung up on the segment where they show off the greatsword mage gameplay. Before I go any further, I want to clarify that I definitely like the idea of having room in the combat system for battle mages, and the thought of playing one sounds really fun to me, but I think there need to be some guidelines set or sacrifices in other power areas required in order to get there.
TL;DR Battle-mage sounds fun, but how do you logically justify allowing someone to have the strength and the knowledge to wield a greatsword and still be just as magically powerful as someone who only studies magic? How do you prevent everyone from picking metal armor if there are no sacrifices required in order to use it? Where does the risk/reward that Steven talks so much about come into this free-reign system? Should weapons and armor have some stat requirements to reward players for taking risks with stat allocation in order to achieve greatness with a unique class identity?
Back to the video. Watching that scrawny little mage in cloth robes swing a humongous greatsword around looked really bizarre to me. Sure, maybe in a realistic setting, the mage using a greatsword would've had some magic-related stats crafted into a set of plate armor or something similar rather than wearing robes, and visually it would then look less strange. But just that image alone really got me thinking - if you're a mage, and you have the choice between just studying magic, or doing the physical training required to wield two-handed weapons effectively and engage in combat while wearing metal armor, studying physical combat itself, and studying magic, how much weaker should your magic realistically be if you choose to divide your time like that? In-game, this would translate into player-chosen gear stat priority and skill-point spending.
Should certain weapons in Ashes like wands/magic-staves, bows, or two-handed-axes/swords/maces require a minimum amount of their related stat in order to be used effectively? Perhaps the system could still let you equip the weapon and try to use it, but if you haven't invested enough points into strength, you'll do jack all with your giant greatsword, if you aren't very agile, then you won't hit many marks with your bow and arrows, and if you aren't very intelligent, then your wand is just going to make pretty sparks.
With all the emphasis on risk vs reward in Ashes, and having to make tough choices by sacrificing power in some areas to advance in others, it seems odd to me that this area of player choice still seems to be totally free-reign with no risk vs reward element tied to weapon or armor choice compared to archetype / class.
From an immersion perspective, I think it would feel really bizarre as a player to spend my entire career with a mage character using wands, then after several months of playing, suddenly pick up a greatsword and just be totally cool lobbing around a giant piece of steel as if I haven't just spend the last several in-game years wielding a toothpick for a weapon.
This also ties into gear being freely equippable by any class as well. The wiki states that "All gear will be able to be assigned any stat." If this is the case, and there are no speed / dexterity / intellect debuffs applied while wearing plate armor like there are in some other games, or instead, simply a minimum strength stat requirement, then what reason would anyone have to not wear plate armor? It has the highest armor rating, and you can get whatever stats you want on it. How will other gear types remain relevant?
Should plate armor slow you down if you don't meet a strength requirement (same for chain and leather to a progressively lesser extent)? Should two-handed weapons have a minimum strength requirement to do any meaningful amount of damage (same for bows and arrows w/ dexterity, and wands / magic staves w/ intellect)? If not, how do you prevent everyone from choosing plate armor? How do you prevent metas forming around certain weapon types if no class has to sacrifice power in any other area to utilize any specific weapon?
To add another potential issue with this free-reign system - if mages aren't required to sacrifice any ranged power in order to also deal decent melee damage in conjunction with their applied status effects, how is that fair if pure melee classes don't get that same level of attack range diversity through weapon swapping alone? For a mage, you can attack at range at peak efficiency, then also come in here and there for big melee damage if you time it with your status effects. For a warrior, you can attack up close at peak efficiency, but when would you ever realistically get to pop back out of range to a distance similar to a mage and get to dish out big ranged damage in conjunction with melee-applied status effects that wouldn't simply be more effective up close as a plate armor / potentially shield user? I just have a hard time imagining how the benefits of this system will be applied even remotely evenly if there are no guidelines to armor or weapon usage.
What are your thoughts?