I agree, reliance on Phys is kinda weaksauce and it stands out because everything else about this game is damn good. But stats meta isn’t going to change. When I was really active in early builds, statlines were more flexible, so I never brought it up. But yes, defense is key, and Physique is the only key defensive stat. The obvious workaround would be to let the other two stats affect defenses, but that’s new meta…
Which would require a ton of balancing. A lot of the people asking for changes in the stats system really are not thinking about the long term consequences.
Or it could end up destroying the balance of the game, making it a far worse game. Like i said, far too much balancing for so little gain at the current stage of development.
Oh, you can put all points into Spirit? Yay? I’ve always considered the stat points of a character to be a very minor thing in the identity of a character. The playstyle and what skills are used, those are the things that actually define a character. Not some arbitrary number. I also have never played a single game where the stats balance was ever good. There always a skew towards a single stat, a stat that was overall better than every other stat.
Game developers, who are afraid of changes, are BAD developers.
Spirit is too weak attribute, it’s a cold fact. Why dont buff it in some way? When something in your game is too weak and unpopular, buffing it will improve balance and diversity, especially if buff is performed smartly.
Also, physique requirements on gear pieces actually promote ALL builds to invest fair number of points into physique anyway (or they will be unable to wear their items). Ring and amulets require only <400 spirit (which sometimes can be gained without investments), while leggings, for example, require 662 physique (270 more). I know, some builds should invest into cunning or spirit too, to be able to wear their items. But in case of physique, ALL builds must invest into it to be able to wear their items.
Sure, they way how GD stats are made, payers will always gravitate toward one stat. But when almost all builds gravitate towards the SAME stat (physique), and none gravitate towards another (spirit), we sure have a problem there.
It has absolutely nothing to do with being “afraid” of change. A lot of people don’t really realize the insane amount of balancing would have to go to make spirit more attractive. People just think the developers can just flip a switch and done.
Enemy stats. enemy attack damage, all the mastery skills damage that rely on spirit and several other things. It would be way too much work for so little gain at this point of development.
Buffing Spirit doesn’t improve balance and sure as hell doesn’t improve build diversity. Build diversity is about items and skills and not some arbitrary stats number. Two builds that play exactly the same are not gonna be different gameplay wise if one has full Spirit and the other full Physique.
buffing high spirit does. giving a meaningful bonus does. If sacrificing tankiness from the DA and hp boost of Physique gives 250% faster boss killing speed and 100% better energy than otherwise, as opposed to about 50% more killing speed like it does now, then there is a choice: Sacrifice tankiness for speed and manage the risks through player skill and act8ve defenses, or be slower and safer?
That would definitely change the way people place points. With such high % boosts that we get now, it takes a ton of bonus% to be meaningful, but if it bumped up raw damage, or maybe “total damage%”, I’d definitely rethink where points go.
Exept there are builds (a bunch of casters) having absolutely no use of flat damage, not even in theory. And having spirit as good stat for weapon users and useless for casters would be kinda weird imho.
Right now it’s quite useless for everyone, so we are spared of irony at least :).
It would work if they made it “total magic damage%”. And do the same for cunning towards “total physical damage%” (physical as in everything under the physical damage tree).