I was somewhat unsure about the ability to swap in any skill on a whim, but I'm thinking that at some point it won't really be feasible to do so. It allows for a single piece of gear with a specific set of stats to be balanced so that it's equally effective for each class. This is the benefit of having an attribute system, I think. It's a nice stat for both classes, but if a Wizard only takes half as much damage by virtue of its ranged attacks and snares, then it makes sense that they'd scale more slowly in Health. If 1 point of Vitality gives you 10 health as a Barbarian, you may find that it only gives 5 health as a Wizard. To take your Vitality case, I agree that it seems like an unnecessary middleman for Health, but that's only when you're looking at a single class. This creates a nice framework from which you can have things (e.g., health, damage) scale in all sorts of funky ways based on more specific factors like skills, class, etc. However, I think attributes are a staple for this type of game because of they way they're normalized: You're just as likely to find 1 point of Vitality as you are 1 point of, say, Precision. It seems Blizzard agrees with you that there has always been a bit of extra bloat, given the way they've streamlined it this time around (only four stats, each serving a specific purpose). Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread
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