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Are there any MMOs with heavy stat point influence

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  • NorseGodNorseGod Member EpicPosts: 2,654
    Ungood said:
    NorseGod said:
    Ungood said:
    NorseGod said:
    Ungood said:
    NorseGod said:
    Ungood said:
    NorseGod said:








    and.. give them time.. they will take them away as well.

    Kudos.. you are the problem.

    Edit: I play MOBA's.. I crush guys like you.

    To talk about games without the censorship, check out https://www.reddit.com/r/MMORPG/
  • UngoodUngood Member LegendaryPosts: 7,534
    NorseGod said:
    Ungood said:
    NorseGod said:
    Ungood said:
    NorseGod said:
    Ungood said:
    NorseGod said:
    Ungood said:
    NorseGod said:








    and.. give them time.. they will take them away as well.

    Kudos.. you are the problem.

    Edit: I play MOBA's.. I crush guys like you.

    nice selfie.. sorry for assuming your gender ma'am
    NorseGod
    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

  • KyleranKyleran Member LegendaryPosts: 44,026
    Kyleran said:
    NorseGod said:
    Are you guys really talking about attributes or just gear stats?

    Because if you're talking about attributes, those were taken away due to people that shouldn't be playing MMOS, not being able to figure them out. Again, casuals changing our games.
    They're also pretty boring/shitty systems tbh.  They give you a choice, but the choice is obvious and you might as well just have them allocated for you.  

    "What!?!?!  You mean my Wizard wants max INT, not STR!?!?!?!?"

    The illusion of choice.
    Except it wasn't.  I recall playing a Mage in Lineage 1 back in 2002 and you had a choice of investing points during character creation in six or so stats, and as you say, few took strength. 

    The 3 key skills were intelligence,  wisdom, and charisma and greatly affected a player's game play.

    More PVE centric characters went with high charisma (with wisdom secondary,) especially after the hateful nerf (no way to respec back then) changed the number of bugbears summoned from random to being tied directly to charisma. It also impacted the number of dogs you could tame, which was a mages staple until they could summon bugbears.

    High Intelligence, secondary wisdom gave the mage high alpha strike capability, so of course was a favorite of many PVPers, but some went with higher wisdom as certain high level area spells really chewed up mana.

    A mage could not totally neglect strength,  sometimes you just needed to whack stuff with a sword (higher level mobs which resisted magic) and it affected carry weight, which was important for looting and stacking health/ mana potions.

    There were min max builds in each area, but no single build which ruled all. Couple that with some spells being incredibly rare it made them super expensive (I paid one million adena for my bugbear spell, a huge fortune I saved up for months to buy) or just impossible to get at any price.

    I had the great fortune to get an invisibility spell as a drop, people offered me four million or so to sell it to them but I kept it for myself.

    While bugbear builds weren't great in sieges, I would sneak in unseen and find a couple of characters furiously battling and blowing healing pots and if the enemies health was a bit low I'd uncloak, cast my bugbears and zerg the enemy to death, tossing in a spell or two as well.

    Stats in builds used to matter, but WOW seemed to herald a major shift in no longer letting people create bad builds and either learning to live with their choices or rerolling and level up a new build.

    I feel MMORPGs are poorer for it, but I have come to realize many changes made to improve playability came with unintended consequences which ultimately ruined the genre for some of us.


    And what you just described can be placed automatically into their respective categories to make sure that you can whack things with a sword when needed, as an example.  

    You can pretend like making those "difficult" decisions somehow made you special but the reality is your build and the next guy's were within %10 of each-other.

    Also, you veered way off-topic.  We're talking about stat points, not skills/spell acquisition.
    Er...perhaps you missed the start of my post, the stat points one selected at character creation determined what build you made, and the strength of that build in terms of spell power, spell points and number of pets one could summon.

    After the nerf in order to summon 4 bugbears a mage had to invest so many stat points into charisma their spell power was quite diminished, as was their pool of spell points.

    The real bitch of the nerf was there were no respecs so I was stuck at a weird in between spec which was sub par in pve and pvp.


    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

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  • ScotScot Member LegendaryPosts: 24,369
    Kyleran said:
    Kyleran said:
    NorseGod said:
    Are you guys really talking about attributes or just gear stats?

    Because if you're talking about attributes, those were taken away due to people that shouldn't be playing MMOS, not being able to figure them out. Again, casuals changing our games.
    They're also pretty boring/shitty systems tbh.  They give you a choice, but the choice is obvious and you might as well just have them allocated for you.  

    "What!?!?!  You mean my Wizard wants max INT, not STR!?!?!?!?"

    The illusion of choice.
    Except it wasn't.  I recall playing a Mage in Lineage 1 back in 2002 and you had a choice of investing points during character creation in six or so stats, and as you say, few took strength. 

    The 3 key skills were intelligence,  wisdom, and charisma and greatly affected a player's game play.

    More PVE centric characters went with high charisma (with wisdom secondary,) especially after the hateful nerf (no way to respec back then) changed the number of bugbears summoned from random to being tied directly to charisma. It also impacted the number of dogs you could tame, which was a mages staple until they could summon bugbears.

    High Intelligence, secondary wisdom gave the mage high alpha strike capability, so of course was a favorite of many PVPers, but some went with higher wisdom as certain high level area spells really chewed up mana.

    A mage could not totally neglect strength,  sometimes you just needed to whack stuff with a sword (higher level mobs which resisted magic) and it affected carry weight, which was important for looting and stacking health/ mana potions.

    There were min max builds in each area, but no single build which ruled all. Couple that with some spells being incredibly rare it made them super expensive (I paid one million adena for my bugbear spell, a huge fortune I saved up for months to buy) or just impossible to get at any price.

    I had the great fortune to get an invisibility spell as a drop, people offered me four million or so to sell it to them but I kept it for myself.

    While bugbear builds weren't great in sieges, I would sneak in unseen and find a couple of characters furiously battling and blowing healing pots and if the enemies health was a bit low I'd uncloak, cast my bugbears and zerg the enemy to death, tossing in a spell or two as well.

    Stats in builds used to matter, but WOW seemed to herald a major shift in no longer letting people create bad builds and either learning to live with their choices or rerolling and level up a new build.

    I feel MMORPGs are poorer for it, but I have come to realize many changes made to improve playability came with unintended consequences which ultimately ruined the genre for some of us.


    And what you just described can be placed automatically into their respective categories to make sure that you can whack things with a sword when needed, as an example.  

    You can pretend like making those "difficult" decisions somehow made you special but the reality is your build and the next guy's were within %10 of each-other.

    Also, you veered way off-topic.  We're talking about stat points, not skills/spell acquisition.
    Er...perhaps you missed the start of my post, the stat points one selected at character creation determined what build you made, and the strength of that build in terms of spell power, spell points and number of pets one could summon.

    After the nerf in order to summon 4 bugbears a mage had to invest so many stat points into charisma their spell power was quite diminished, as was their pool of spell points.

    The real bitch of the nerf was there were no respecs so I was stuck at a weird in between spec which was sub par in pve and pvp.


    Stat points and skill/spell acquisition do rather lead into each other, how much a difference the tweaking made would rather depend on the game.
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