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reconsider race and artisans stats

xMrWoolfxMrWoolf Member
edited April 11 in General Discussion
i know race stats are not ingame yet but if its anything like artisans i would urge the devs to reconsider their approach regarding DMG stats added to this. using artisans as the example, some artisans gear currently adds more damage than other artisans gear. this removes choice from players end game as most players will choose to min max stats. if for example one artisans or a mix of a few artisans boost a noticable amount of damage over all it will be the optimal choice and force more players to choose it for that reason alone. id suggest either giving crafters the option to choose different crafts for artisans gear that will either reward more artisans stats or combat stats but not limit them to either. most players will want to gather on their main character but if the end game artisans benefits a crafter more for damage they will have to choose that path. same goes for race buffs. if one race adds X stat your removing choice from the player. i would prefer to play with X race but if another race provides a buff that more aligns with the play style choice i want ill feel forced to choose said race to be competitive.


edit: im not a dwarf but ive seen all the dwarf cults across different servers and they are not going to be happy when they feel forced to choose a different race because X stats align with what they want to do end game.

edit to also include gear at nodes ( cloaks for example ) foricng players to become a citizen of a node just to get an item considered BiS. the only difference should be the gear level or rarity allowed based on the nodes level and cosmetic looks but all cloak types should be the same at each node. it makes no sense to force players to join nodes to be citizens of a node for a cloak and not a citizen of a node they actually want to progress.

Comments

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    I think they discarded the 'Racial stat differences' thing.
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  • xMrWoolfxMrWoolf Member
    Azherae wrote: »
    I think they discarded the 'Racial stat differences' thing.

    Race does not affect a character's base stats.[156]
    Previously it was stated that race "seeds" a player's base stats.[153][154]

    you are correct. hopfully they do the same with artisans
  • Personally I prefer racial diversity. It adds flavor and immersion. Anyway you won’t be able to max all artisans in an account so you may as well choose a profession that ur race is proficient with. Most ppl will end up having 2-3 alts later anyway.
  • REHOCREHOC Member
    xMrWoolf wrote: »
    i know race stats are not ingame yet but if its anything like artisans i would urge the devs to reconsider their approach regarding DMG stats added to this. using artisans as the example, some artisans gear currently adds more damage than other artisans gear. this removes choice from players end game as most players will choose to min max stats. if for example one artisans or a mix of a few artisans boost a noticable amount of damage over all it will be the optimal choice and force more players to choose it for that reason alone. id suggest either giving crafters the option to choose different crafts for artisans gear that will either reward more artisans stats or combat stats but not limit them to either. most players will want to gather on their main character but if the end game artisans benefits a crafter more for damage they will have to choose that path. same goes for race buffs. if one race adds X stat your removing choice from the player. i would prefer to play with X race but if another race provides a buff that more aligns with the play style choice i want ill feel forced to choose said race to be competitive.


    edit: im not a dwarf but ive seen all the dwarf cults across different servers and they are not going to be happy when they feel forced to choose a different race because X stats align with what they want to do end game.

    I really appreciate this post and agree with the core concern.

    When race or artisan gear gives a noticeable combat advantage, it naturally pressures players into optimizing around stats rather than playing what they actually enjoy. That goes directly against the idea of meaningful choice and diversity, we should be able to pick a race or artisan path based on fantasy, style, or roleplay without feeling punished for not min-maxing.

    The idea of letting crafters choose between stat directions (combat-focused vs artisan-focused gear) sounds like a solid compromise. Same with racial bonuses, keeping them utility-based or flavor-driven instead of directly tied to DPS or defense would help preserve player freedom.

    Endgame diversity is only meaningful if players feel free to build their character how they want, not just how the meta dictates. Thanks for raising this.
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