ptitoine wrote: » I would prefer if All the elemental effects are implimented into Magic resistence over having to pick each elements on the Armor to be honest. I dont really like if your armor only add ''Fire Resistence'' People will have to carry too many type of armor for different type of content. And the game use weight system so i would prefer a simplier version of stats for this but its just me
George Black wrote: » As for magic and elements, I always liked element themed classes. Fire mage ice mage (or knight), etc etc. But people are greedy, and they want to play as the all powerful all knowing pijama boy that can cast all spells.
George Black wrote: » Seems like stats and maths. How will it translate to active skills? Will it look better to the eye? Will it be balanced? If not, why bother? Just so that people can play with calculations? Personally I want to see a shift in focus to active gameplay, instead of spreadsheet copy paste gameplay and theorycrafting mania.
Dygz wrote: » Well, there is a distinction between Physical Damage and Magical Damage. I think McShave probably meant Physical instead of melee.
Atama wrote: » Melee and ranged combat are different, and magical and physical damage are different.
Dygz wrote: » And, yes, I think blunt, piercing and slashing would be via Weapon Skills. Seems like the hammer of Judgment, the spear of Divine Censure and the whip of Castigation would all be Radiant Damage, rather than blunt, piercing or slashing. Something to take a look at. Especially once we have Weapon Skills.
George Black wrote: » Would blunt damage be found only on crashing (stun-like) active abilities? Would pierce damage only be found on thrust abilities? Would swords have access to weapon stun or would it say "incorrect weapon/damage type. Action cancelled"?
George Black wrote: » These are the questions I am asking. Is it worth to split physical dmg just for the sake on invisible stats and numbers or are we going all in. Will it be fun if we go all in?
Dygz wrote: » George Black wrote: » These are the questions I am asking. Is it worth to split physical dmg just for the sake on invisible stats and numbers or are we going all in. Will it be fun if we go all in? It all depends on how each individual likes to play their characters. Ashes game design offers tons of variety. It's more about playing the way you like to play - but, you do have to be somewhat aware of how the stats relate to each other.