McShave wrote: » What we know about stats is that you can customize the stats on any item. If your staff has some agility on it, and you want to turn that agility into intellect, then a crafter or enchanter can modify the current stat on the item to be a different stat. This also is applied when crafting an item. When making the item, the crafter decides which stats the item will have, which helps when a person needs specific stats for their build. I think negative stats is an interesting idea. I personally don't like seeing -x stat, but it's not that important to me. I am a fan of simple stats, but not too simple. We'll have to see when Intrepid releases their updated stats, I am very excited for them to release it. edit: an interesting question. At what point is it too complex? What if they had one stat for all defense, is that too simple? What if they had a physical defense and magical defense? Well, what if the physical defense was split into more varied types of physical defense, like slashing, crushing, etc, and for magical defense you can split that into specific resistances to different pools of magic, fire, ice, holy, etc. Where is that line of too simple and too complex. How do "secondary" stats play into this too, stuff like attack speed, spell haste, crit chance/ damage, movement speed?
Caeryl wrote: » I dislike system which tries to present randomness as complexity. A sword should always benefit a melee playstyle more than a ranged playstyle. A spellbook should benefit a caster more than a blademaster.
McShave wrote: » Caeryl wrote: » I dislike system which tries to present randomness as complexity. A sword should always benefit a melee playstyle more than a ranged playstyle. A spellbook should benefit a caster more than a blademaster. The randomness of the stats doesn't matter because you are able to change the stats of any item in the game. I do agree that items should not have completely random stats, but to some extent it doesn't really matter.