Legendary legs strength requirements too high, dont think?
If my mage build includes strong spirit stat - i cant wear some of Legendary legs! Coz all of them requier so many points in strength. Example, building poison mage spec dont need strength at all, but pants(!) with poison or something usefull stats has hardest strength reauirements(!) of strength (Nidalla’s Legwraps - 619 str or, at least non-legendary, Empowered Hermit’s Legguards - 462). Finnaly, what we got? Simple Hermit’s Legguards with legit 162 str requirement.
Pls! Look at this problem. Why we should build Muscle mages? Its sort of humor?
The current practice is to go full physique on almost all builds, casters included. This is because the extra health is so valuable. (If you are making a “poison mage” you should put at least half, and perhaps all, of points in physique.)
A lot of people think this is a problem - that all 3 stats should be reasonably useful.
Yeah, i know current builds and how requirements tell us go to full points in str…lol.
But why pants(!) have so high str requirements? Why i cant build crazy glasscanon mage? By the way, i started my poison mage before legendary items appeared and changed stats requirements on characters gear and as result - i cant wear something normal.
Well, they should give us some way to clear our stats and repoint them, dont you?
They did give us a way to do it indirectly. By allowing us to have our save games stored on our computers, (instead of the game being always online) we can edit our save files however we want.
This solution uses third party programs, so it is probably not what you want to hear, but it is the best and only solution we’ve got.
It is absolutely a major problem. A deep ingrained design problem. There’s no reason Spirit and Cunning shouldn’t be buffed to bring them in line to the same viability as PHysique, and many of us regulars here have been hammering for that change forever.
I think Health total should be linked SOLELY to amount of skill points added to the mastery trees.
I believe Spirit should have passive resistance bonuses added to elemental, vitality and chaos resistance scores as well as major energy regeneration bonuses.
I believe Cunning should add passive resistances to bleeding and piercing, with a good bonus to dodging and more critical chance bonuses.
Physique should stay how it is and add bonuses to melee damage and armor.
Completely agree, it is the one glaring imbalanced still left in the game.
A lot of variables have led to Physique being the no brainer option. Spirit’s effectiveness has always been questionable, especially at higher gear levels (due to DR on % damage and other means of gaining energy regen) and cunning has been nerfed repeatedly, but I think the primary contributor is the nerfing of end game defensive options. High health pools is the most reliable defense in Ultimate which in itself is pretty sad, largely due to the high physical damage mobs do and the scarcity of physical resist.
Also, Physique giving flat health/DA/regen bonuses instead of % of a base makes it good at all levels whereas cunning/spirit get worse as you get better gear. I think your change is too drastic for a released game but perhaps if Physique instead gave % health and changed masteries to give flat health it would be more balanced. They also have to fix the massive DR on cunning/spirit, the good suggestion I’ve seen is make the % bonuses affect your total rather than it be a % of the base.
Well, obviously we wouldn’t make it too drastic a change. I never discussed actual numbers or amounts. I think being conservative with the actual numbers/%'s would be best, but it needs to be done.